You won't be able to do this with most of the blocks in the game. Only the ones that have a hitbox smaller than an actual block or you'll get some weird transparency issues. I suggest using an upside down stair block, since you can make that face the direction you want and of all available blocks it's used less.
You can TECHNICALLY make any block look like a chest via Block Models. Although do to the transparency issue that Vexilius said it would help if you used a transparent block (i.e. Soil, Grass Path, Stairs, Slabs, etc.).
If you change the block model of a opaque & the sides of the block don't cover that whole side, then you will see emptiness on the transparent parts. You will just basically see a hole in the world. That is because Minecraft thinks that "Hey this is an opaque block so don't render the sides of the blocks that the player can't see". So because Minecraft doesn't render the non-viewed sides of the opaque blocks then any transparent parts you put on the block, you will see a hole in the world. Basically just seeing the skybox of Minecraft.
So you're place holder block SHOULD be a transparent block. Using Stairs is a good idea like Vexilius said.
Thanks - I did create a chest with mccrayfish model creator and I see the transparency problem. I am using the mod Custom NPC and it has a few place_holder_blocks in it that I though I would play around with. I can't get the textures to show up on the block - I created a texture/resource pack and put the json in the model folder and the png files in the blocks folder of the MOD but they are not showing up. the model is fine but not texture just pink/black. What am I doing wrong?
assets\customnpcs\textures\blocks\ <- png flies
assets\customnpcs\models\block\ <- json
Try to talk to insomniac_lemon for more help, because this is beyond my (little) knowledge of Block Models
Standard mumbo jumbo.
Look in the 'game output' of the launcher (you may need to set it to stay open) are there errors that pop up?
Are you referencing the textures in the model with #0 #1 #2 and #3?
Are they .png files like c_side.png (no uppercase!) inside ~/assets/customnpcs/textures/blocks/?
If that doesn't clear it up, please upload a .zip file (in the proper structure, when you open it you should see an assets folder and pack.mcmeta, in other words: do not zip your pack folder, zip your pack folder's contents) with JUST your model files/textures. Do not include vanilla assets, you don't need to do this! The game will load assets you don't include from a pack lower in the pack-stack, if none are present it uses files from the vanilla assets. Your pack should not be more than 2MiBs.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Look in the 'game output' of the launcher (you may need to set it to stay open) are there errors that pop up?
Are you referencing the textures in the model with #0 #1 #2 and #3?
Are they .png files like c_side.png (no uppercase!) inside ~/assets/customnpcs/textures/blocks/?
If that doesn't clear it up, please upload a .zip file (in the proper structure, when you open it you should see an assets folder and pack.mcmeta, in other words: do not zip your pack folder, zip your pack folder's contents) with JUST your model files/textures. Do not include vanilla assets, you don't need to do this! The game will load assets you don't include from a pack lower in the pack-stack, if none are present it uses files from the vanilla assets. Your pack should not be more than 2MiBs.
Also note that you need to prefix the mod's namespace for mod directories.
Hey thanks - thanks everyone that was the problem with the mod name not being there - This is the first time I have tried anything like this and it was much easier (after I understood it) then I though.
Although TBH I haven't done any models for mods (most being on 1.7.10 >.>). I'm honestly not sure why the namespace would default to minecraft rather than the one your model files are in. Yet another silly implementation.
I bet inheriting models (and blockstate files?) is like that, it must be super annoying. Obviously if you are working with files in a mod folder you aren't likely to want to point to default files.... and if you want to it'd be much easier specifying the default namespace in that rare occasion than needing to specify the mod's namespace everywhere.
Rollback Post to RevisionRollBack
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
What program should I use for creating textures from scratch that match my block shapes made in tabula?
Rollback Post to RevisionRollBack
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
I am not familiar with tabula. But any program that helps create textures from GIMP to Photoshop. Paint SAI I heard is good (I never have used it though).
Gimp is basically a free version of Photoshop(minus a features). Photoshop can be good if you can afford it.
I even use Adobe After Effects for some small stuff that I can't do in Photoshop or Gimp.
Adobe Illustrator can work too.
The point is that almost any program is good enough to create textures. Just don't us MS Paint, which comes with Windows automatically.
I'm looking for a list of the textures in the default texture pack. Does that exist anywhere? Would save me from having to type it out
Try this list on the Minecraft Wiki. It is up to date with 1.8, and I tend to update it upon major version releases (for example, when 1.9 comes out). Note that it does contain all resources changeable by resource packs, not just textures. Ctrl-F "textures" to get to the start of the textures.
It's an image file in Portable Network Graphics (.png) format with the file name "pack" created in the dimensions of a perfect square both in terms of pixel count (both width and height being identical in number of pixels) and the exact number of pixels along both the width and height (being a square number like 256px by 256px, 512 x 512, etc) that represents the pack as an icon in the Resource Packs menu of Minecraft.
In other words, make a square image named "pack", save it in .png format, and put it in your resource pack's folder/.zip file to use as the icon for your pack.
You can TECHNICALLY make any block look like a chest via Block Models. Although do to the transparency issue that Vexilius said it would help if you used a transparent block (i.e. Soil, Grass Path, Stairs, Slabs, etc.).
If you change the block model of a opaque & the sides of the block don't cover that whole side, then you will see emptiness on the transparent parts. You will just basically see a hole in the world. That is because Minecraft thinks that "Hey this is an opaque block so don't render the sides of the blocks that the player can't see". So because Minecraft doesn't render the non-viewed sides of the opaque blocks then any transparent parts you put on the block, you will see a hole in the world. Basically just seeing the skybox of Minecraft.
So you're place holder block SHOULD be a transparent block. Using Stairs is a good idea like Vexilius said.
Thanks - I did create a chest with mccrayfish model creator and I see the transparency problem. I am using the mod Custom NPC and it has a few place_holder_blocks in it that I though I would play around with. I can't get the textures to show up on the block - I created a texture/resource pack and put the json in the model folder and the png files in the blocks folder of the MOD but they are not showing up. the model is fine but not texture just pink/black. What am I doing wrong?
assets\customnpcs\textures\blocks\ <- png flies
assets\customnpcs\models\block\ <- json
Does your model's .json file direct to the right texture images?
its got
"textures": {
"0": "blocks/c_side",
"1": "blocks/c_top",
"2": "blocks/c_bottom",
"3": "blocks/c_latch"
at the top
Try to talk to insomniac_lemon for more help, because this is beyond my (little) knowledge of Block Models
Standard mumbo jumbo.
Look in the 'game output' of the launcher (you may need to set it to stay open) are there errors that pop up?
Are you referencing the textures in the model with #0 #1 #2 and #3?
Are they .png files like c_side.png (no uppercase!) inside ~/assets/customnpcs/textures/blocks/?
If that doesn't clear it up, please upload a .zip file (in the proper structure, when you open it you should see an assets folder and pack.mcmeta, in other words: do not zip your pack folder, zip your pack folder's contents) with JUST your model files/textures. Do not include vanilla assets, you don't need to do this! The game will load assets you don't include from a pack lower in the pack-stack, if none are present it uses files from the vanilla assets. Your pack should not be more than 2MiBs.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
Also note that you need to prefix the mod's namespace for mod directories.
Putting the CENDENT back in transcendent!
Hey thanks - thanks everyone that was the problem with the mod name not being there - This is the first time I have tried anything like this and it was much easier (after I understood it) then I though.
At least we all solved it
Well, Kwerti solved it
Although TBH I haven't done any models for mods (most being on 1.7.10 >.>). I'm honestly not sure why the namespace would default to minecraft rather than the one your model files are in. Yet another silly implementation.
I bet inheriting models (and blockstate files?) is like that, it must be super annoying. Obviously if you are working with files in a mod folder you aren't likely to want to point to default files.... and if you want to it'd be much easier specifying the default namespace in that rare occasion than needing to specify the mod's namespace everywhere.
"I'm an outsider by choice, but not truly.
It’s the unpleasantness of the system that keeps me out.
I’d rather be in, in a good system. That’s where my discontent comes from:
being forced to choose to stay outside.
My advice: Just keep movin’ straight ahead.
Every now and then you find yourself in a different place."
-George Carlin
What program should I use for creating textures from scratch that match my block shapes made in tabula?
Now look, buddy. I'm an Engineer. That means I solve problems. Not problems like 'what is beauty', because that would fall within the purview of your conundrums of philosophy. I solve practical problems. Like, how am I going to stop some big, mean mother-hubbard from tearing me a structurally superfluous new behind? The answer: Use a gun. And if that don't work: Use more gun. Like this heavy-caliber, tripod-mounted little ol' number designed by me. Built by me. And you'd best hope, not pointed at you.
I am not familiar with tabula. But any program that helps create textures from GIMP to Photoshop. Paint SAI I heard is good (I never have used it though).
Gimp is basically a free version of Photoshop(minus a features). Photoshop can be good if you can afford it.
I even use Adobe After Effects for some small stuff that I can't do in Photoshop or Gimp.
Adobe Illustrator can work too.
The point is that almost any program is good enough to create textures. Just don't us MS Paint, which comes with Windows automatically.
Plans to extend the tutorial to cover the new overrides and such added in 1.9? If so, I'd love to help if needed
Yes. I even have added most (of not all) of the textures in the 1.9 snapshots. So it should be up to date already.
But if there is anything that I have missed then I will add it later.
Try this list on the Minecraft Wiki. It is up to date with 1.8, and I tend to update it upon major version releases (for example, when 1.9 comes out). Note that it does contain all resources changeable by resource packs, not just textures. Ctrl-F "textures" to get to the start of the textures.
I am confused at step 1 lel .
what's pack.png?
don't be that person who ruins another's day.
It's an image file in Portable Network Graphics (.png) format with the file name "pack" created in the dimensions of a perfect square both in terms of pixel count (both width and height being identical in number of pixels) and the exact number of pixels along both the width and height (being a square number like 256px by 256px, 512 x 512, etc) that represents the pack as an icon in the Resource Packs menu of Minecraft.
In other words, make a square image named "pack", save it in .png format, and put it in your resource pack's folder/.zip file to use as the icon for your pack.
It's a require texture for resource packs that are used for on the resource pack selection menu, used to show the thumbnail of your resource pack
Do I make one?
What size should it be?
don't be that person who ruins another's day.
Yes
64x64