I'm trying to make a resource pack and the first thing I did was mess around with the Lantern's model, but now whenever I try to load it into a world it gives me the pink/black error texture, I opened the output log and got the error message "Unable to load model: 'minecraft:block/lantern' referenced from: minecraft:lantern#hanging=true: {}" and I'm not sure how to go about fixing this, I can upload the resource pack for anyone to take a look at it and see what might be causing it to not load properly (for some reason the hanging lantern model I'm doing is loading fine even though it's unfinished at the moment)
Please open the custom lantern model in a raw text editor (e.g. Notepad or Notepad++), copy the entirety of it, and paste it in a reply here within a "spoiler" (the exclamation mark ("!") option at the top of the reply box).
I don't think that's the problem because my unfinished hanging lantern model works just fine and it also has the "parent": "block/block", code, I might be wrong though
I don't think it's supposed to be parented if it's a standalone model.
As a 3D block model maker myself, I can vouch for that having a parent is good even for "standalone" models. Mostly/Specifically for the "display" tags, so that a model appears correctly in players' hands, the inventory screens, when dropped, in item frames, et cetera, without having to copy and paste the default normal block "display" tag values into the model, although that's only really relevant if one is editing the item/"in-hand" model (which is separate from the lantern's in-world block model by default), but still.
If an item model is to be the exact same as a placed block model, it should use the in-world model as its parent, with no other options set in the item model file (and then it inherits the "display" tags from the in-world model, therefore inheriting it from the in-world model's parent's "display" tags). For example, the vanilla Cobblestone item model just uses the in-world Cobblestone model as a parent, and does nothing else, while the in-world Cobblestone model uses something that uses "block/block" as a parent, and therefore the item model ultimately inherits the display tags from "block/block".
If an item model is not to be the exact same as a placed block model, then if an item model is a full cube-sized block, it should generally use "block/block" as a parent. If it's a lower slab or trapdoor or such, it should generally use "block/thin_block". For stairs, "block/stairs".
For "flat"/"2-dimensional"/"pixelated" icons (e.g. torches and tools), it should use "item/handheld" if it's a generic thing to hold in one's hands though there's no exact "front", "item/handheld_rod" if it's something that should stay oriented the same way on both hands (e.g. tools, so that the "tip" of it lies towards you and swings forward in every case when attacking), or "item/generated" for other things that are not "intended for hand-holding".
If that doesn't answer your question, what are you asking about whether or not would also apply to item models, specifically?
I'm trying to make a resource pack and the first thing I did was mess around with the Lantern's model, but now whenever I try to load it into a world it gives me the pink/black error texture, I opened the output log and got the error message "Unable to load model: 'minecraft:block/lantern' referenced from: minecraft:lantern#hanging=true: {}" and I'm not sure how to go about fixing this, I can upload the resource pack for anyone to take a look at it and see what might be causing it to not load properly (for some reason the hanging lantern model I'm doing is loading fine even though it's unfinished at the moment)
Please open the custom lantern model in a raw text editor (e.g. Notepad or Notepad++), copy the entirety of it, and paste it in a reply here within a "spoiler" (the exclamation mark ("!") option at the top of the reply box).
{
"__createdwith": "opl's Model Creator",
"parent": "block/block",
"ambientocclusion": false,
"textures": {
"all": "block/lantern",
"particle": "block/lantern"
},
"elements": [
{
"from": [5,0,5],
"to": [11,7,11],
"faces": {
"up": {
"uv": [0,8.333333,6,10.333333],
"texture": "#all"
},
"down": {
"uv": [0,13.666667,6,15.666667],
"texture": "#all",
"cullface": down
},
"west": {
"uv": [0,6,6,8.333333],
"texture": "#all"
},
"east": {
"uv": [0,6,6,8.333333],
"texture": "#all"
},
"north": {
"uv": [0,6,6,8.333333],
"texture": "#all"
},
"south": {
"uv": [0,6,6,8.333333],
"texture": "#all"
}
}
},
{
"from": [6,7,6],
"to": [10,9,10],
"faces": {
"up": {
"uv": [1,3.3333333,5,4.6666665],
"texture": "#all"
},
"west": {
"uv": [1,0,5,0.6666667],
"texture": "#all"
},
"east": {
"uv": [1,0,5,0.6666667],
"texture": "#all"
},
"north": {
"uv": [1,5.3333335,5,6],
"texture": "#all"
},
"south": {
"uv": [1,0,5,0.6666667],
"texture": "#all"
}
}
},
{
"from": [6,9,8],
"to": [7,10,9],
"faces": {
"west": {
"uv": [5,6,6,6.3333335],
"texture": "#all"
},
"east": {
"uv": [5,6,6,6.3333335],
"texture": "#all"
},
"north": {
"uv": [5,6,6,6.3333335],
"texture": "#all"
},
"south": {
"uv": [5,6,6,6.3333335],
"texture": "#all"
}
}
},
{
"from": [9,9,7],
"to": [10,10,8],
"faces": {
"west": {
"uv": [13,6.6666665,14,7],
"texture": "#all"
},
"east": {
"uv": [13,6.6666665,14,7],
"texture": "#all"
},
"north": {
"uv": [13,1.3333334,14,1.6666666],
"texture": "#all"
},
"south": {
"uv": [13,6.6666665,14,7],
"texture": "#all"
}
}
},
{
"from": [8,10,7],
"to": [10,11,8],
"faces": {
"up": {
"uv": [11,3.3333333,13,3.6666667],
"texture": "#all"
},
"down": {
"uv": [2,3.3333333,3,3.6666667],
"texture": "#all"
},
"west": {
"uv": [12,3.3333333,13,3.6666667],
"texture": "#all"
},
"east": {
"uv": [12,3.3333333,13,3.6666667],
"texture": "#all"
},
"north": {
"uv": [1,3,3,3.3333333],
"texture": "#all"
},
"south": {
"uv": [11,3.3333333,13,3.6666667],
"texture": "#all"
}
}
},
{
"from": [6,10,8],
"to": [8,11,9],
"faces": {
"up": {
"uv": [11,2.3333333,13,2.6666667],
"texture": "#all"
},
"down": {
"uv": [2,8.666667,3,9],
"texture": "#all"
},
"west": {
"uv": [13,3.6666667,14,3.6666667],
"texture": "#all"
},
"east": {
"uv": [12,2.3333333,13,2.6666667],
"texture": "#all"
},
"north": {
"uv": [12,2.3333333,14,2.6666667],
"texture": "#all"
},
"south": {
"uv": [11,2.3333333,13,2.6666667],
"texture": "#all"
}
}
}
]
}
I don't think it's supposed to be parented if it's a standalone model.
Yekul10
I don't think that's the problem because my unfinished hanging lantern model works just fine and it also has the "parent": "block/block", code, I might be wrong though
For the first element, you have "cullface": down when it should be "cullface": "down". Quotes are important.
As a 3D block model maker myself, I can vouch for that having a parent is good even for "standalone" models. Mostly/Specifically for the "display" tags, so that a model appears correctly in players' hands, the inventory screens, when dropped, in item frames, et cetera, without having to copy and paste the default normal block "display" tag values into the model, although that's only really relevant if one is editing the item/"in-hand" model (which is separate from the lantern's in-world block model by default), but still.
Would that also apply to item models?
Yekul10
If an item model is to be the exact same as a placed block model, it should use the in-world model as its parent, with no other options set in the item model file (and then it inherits the "display" tags from the in-world model, therefore inheriting it from the in-world model's parent's "display" tags). For example, the vanilla Cobblestone item model just uses the in-world Cobblestone model as a parent, and does nothing else, while the in-world Cobblestone model uses something that uses "block/block" as a parent, and therefore the item model ultimately inherits the display tags from "block/block".
If an item model is not to be the exact same as a placed block model, then if an item model is a full cube-sized block, it should generally use "block/block" as a parent. If it's a lower slab or trapdoor or such, it should generally use "block/thin_block". For stairs, "block/stairs".
For "flat"/"2-dimensional"/"pixelated" icons (e.g. torches and tools), it should use "item/handheld" if it's a generic thing to hold in one's hands though there's no exact "front", "item/handheld_rod" if it's something that should stay oriented the same way on both hands (e.g. tools, so that the "tip" of it lies towards you and swings forward in every case when attacking), or "item/generated" for other things that are not "intended for hand-holding".
If that doesn't answer your question, what are you asking about whether or not would also apply to item models, specifically?
That answers it. I was just confused.
Yekul10