These birch logs should all be pointing sideways, but it seems all but one texture doesn't go sideways. Any ideas why?
You need rotations per random model (you only had them on the last random models of each variant), something I failed to see from your example. try this instead:
"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
Okay, so, I'm wanting to make the snowball appear as a normal 2D sprite in inventories, but a 3D cube when thrown. Is this possible?
No. The thrown model will be the same as the item model.
The closest you can get without tricks would be to change the display setting in order to make the cube look like a square (it will still be 3D in 1st/3rd person, when dropped on the ground in item form, and in item frames). So if you want to have a round snowball item sprite (to not be confusable with blocks maybe? It should be smaller so I'm not sure why this is an issue, plus you could do non-isometric rotations to make a stylized item) that's not really viable.
If you're fine with tricks, you can exploit backface culling by adding an extra face (larger than the snowball cube and with your 'sprite' texture) that faces towards the camera in the GUI but away from the camera in every other instance... though this also relies on thrown 3D snowballs (like other projectiles that you add custom 3D models to) having ugly particle rendering rather than proper rotation, since if you could encounter the projectile thrown from somewhere other than you (or even looked in a different direction) you'd see the extra face. Actually, you'd also see the extra face in other item model views (dropped, 1st/3rd person, item frames), it'd probably be fixable in all but dropped since if you views dropped snowballs from below you'd see the extra face.
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
Also, I recently got randomised stone textures working, but for some reason, most blocks are rendered at their full size when dropped and held in hand, and have their texture displayed in inventories, instead of the texture mapped to a cube.
A screenshot of these things is shown inside that spoiler ⤵
It doesn't seem to happen to some other blocks, though, such as grass.
It doesn't seem to happen to some other blocks, though, such as grass.
Is this normal? How do I fix this?
This is a consequence of 1.9's model display changes. You either need to copy over block rotations manually or parent them in using
"parent": "block/block",
Also, have you modified those models that are displaying incorrectly? If not, you should delete them since that's causing your problem and will cause unnecessary compatibility issues with 1.8. Though if they're for random textures the best you can do is not have the original model (the one the item model is inherited from!) and then doing the other random options as new models (since those will never be displayed anywhere but in-world).
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
The Meaning of Life, the Universe, and Everything.
Join Date:
12/22/2012
Posts:
46
Minecraft:
Shrub
Member Details
Would I be able to make any block have textures based on their axis, kind of like logs? I have a redstone block texture with different top and bottom faces, and I want to make it so that I can place it sideways or upside-down. The only difference between this and how a log works is that the top and bottom textures are different, so it'd have to work upside-down as well.
Would I be able to make any block have textures based on their axis, kind of like logs? I have a redstone block texture with different top and bottom faces, and I want to make it so that I can place it sideways or upside-down. The only difference between this and how a log works is that the top and bottom textures are different, so it'd have to work upside-down as well.
No, unfortunately you can't do what you want to do.
Here's the reason: Minecraft won't store data that it doesn't plan to use. That includes the orientations of blocks that don't necessarily have orientations. There's a simple logic behind this: all that extra data costs memory. Making every block orientable would balloon file size of your worlds considerably. That's a bad thing, and since wouldn't be used by 90% of players it makes sense that it shouldn't be possible.
The Meaning of Life, the Universe, and Everything.
Join Date:
12/22/2012
Posts:
46
Minecraft:
Shrub
Member Details
I assume this also applies to opacity. I wanted to make crafting tables display blocks behind them with this texture, but currently the game fills any transparent pixels with solid white.
I assume this also applies to opacity. I wanted to make crafting tables display blocks behind them with this texture, but currently the game fills any transparent pixels with solid white.
The part about it not working, yes. Not the logic behind it. In this case it's because that block would cull the blocks around it, so it needs to be completely opaque to prevent you being able to see through the world.
Isnt it Possible to made different Textures for Blocks, changing there Look if you Enter via Give a Damage Point? It is possible with Swords and Items as far as i know, but is it possible with blocks too?
Or give him different Textures for different Directions?
Or isnt there anyway to give Blocks alternate Textures which arent randomly? (Even with McPatcher or Of)
There used to be, but unused damage values now just give errors. Mojang changed how data was stored in 1.8 to incorporate the new block model system. Updates giveth and updates taketh away, I'm afraid.
So as it stand right now your options are basically:
Thats bad Options i think... I miss the Options like in the Conquest 1.7.10 Pack to have Different Textures for Cowebs or anything other.. #WantItBack :C
You... can still do that, though. That's what Alvoria was saying. Instead of relying on Optifine or MCPatcher for that, it's a Vanilla feature now. That's what he meant by "Vanilla Random". With very few exceptions, I don't even use Optifine's random texture feature, though I do plan on using it to incorporate biome-specific textures.
You... can still do that, though. That's what Alvoria was saying. Instead of relying on Optifine or MCPatcher for that, it's a Vanilla feature now. That's what he meant by "Vanilla Random". With very few exceptions, I don't even use Optifine's random texture feature, though I do plan on using it to incorporate biome-specific textures.
I think you're misunderstanding him. The way it used to be, particularly with Conquest, was that you'd have variations that you could select by placing a block with an unused metadata value on the ground. For example, cobweb:2 might have been a dedicated smoke texture to have coming out of chimneys. It wasn't random in any sense of the word, it was something that could be invoked intentionally by using an otherwise unused value and assigning a texture to it.
I think you're misunderstanding him. The way it used to be, particularly with Conquest, was that you'd have variations that you could select by placing a block with an unused metadata value on the ground. For example, cobweb:2 might have been a dedicated smoke texture to have coming out of chimneys. It wasn't random in any sense of the word, it was something that could be invoked intentionally by using an otherwise unused value and assigning a texture to it.
Does that explain it better?
Oh, I guess I missed that part. Yeah, that's how I used to do the creative patch for my pack.
"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
"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
From your screenshot I do not see your acacia log alternate model files, I do however see the FOLDER acacia_log, if your alternate models are in there you need to be referencing your models like this:
"model": "acacia_log/acacia_log1"
Also make sure you're not spelling it acacai like you did here.
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
Is anyone here able to help me? I able to locate the models folder, but the blocks folder is not there.
Do you mean inside of [a/your] resource pack? If so, it's not needed unless block models were included... so if you want to add them, you will need to create this folder yourself.
And nitpicking here, but the folder should be named 'block', there is no s in the name.
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
You need rotations per random model (you only had them on the last random models of each variant), something I failed to see from your example. try this instead:
{
"variants": {
"axis=y": [{"model": "birch_log"}, {"model": "birch_log1"}, {"model": "birch_log2"}, {"model": "birch_log3"}],
"axis=z": [{"model": "birch_log", "x": 90}, {"model": "birch_log1", "x": 90}, {"model": "birch_log2", "x": 90}, {"model": "birch_log3", "x": 90}],
"axis=x": [{"model": "birch_log", "x":90, "y":90}, {"model": "birch_log1", "x":90, "y":90}, {"model": "birch_log2", "x":90, "y":90}, {"model": "birch_log3", "x":90, "y":90}],
"axis=none": { "model": "birch_bark" }
}
}
"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
Oh I see. Thanks so much once more!
Okay, so, I'm wanting to make the snowball appear as a normal 2D sprite in inventories, but a 3D cube when thrown. Is this possible?
No. The thrown model will be the same as the item model.
The closest you can get without tricks would be to change the display setting in order to make the cube look like a square (it will still be 3D in 1st/3rd person, when dropped on the ground in item form, and in item frames). So if you want to have a round snowball item sprite (to not be confusable with blocks maybe? It should be smaller so I'm not sure why this is an issue, plus you could do non-isometric rotations to make a stylized item) that's not really viable.
If you're fine with tricks, you can exploit backface culling by adding an extra face (larger than the snowball cube and with your 'sprite' texture) that faces towards the camera in the GUI but away from the camera in every other instance... though this also relies on thrown 3D snowballs (like other projectiles that you add custom 3D models to) having ugly particle rendering rather than proper rotation, since if you could encounter the projectile thrown from somewhere other than you (or even looked in a different direction) you'd see the extra face. Actually, you'd also see the extra face in other item model views (dropped, 1st/3rd person, item frames), it'd probably be fixable in all but dropped since if you views dropped snowballs from below you'd see the extra face.
"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
Hmm, never mind then. Thanks for the help anyway
Also, I recently got randomised stone textures working, but for some reason, most blocks are rendered at their full size when dropped and held in hand, and have their texture displayed in inventories, instead of the texture mapped to a cube.
A screenshot of these things is shown inside that spoiler ⤵
It doesn't seem to happen to some other blocks, though, such as grass.
Is this normal? How do I fix this?
This is a consequence of 1.9's model display changes. You either need to copy over block rotations manually or parent them in using
"parent": "block/block",
Also, have you modified those models that are displaying incorrectly? If not, you should delete them since that's causing your problem and will cause unnecessary compatibility issues with 1.8. Though if they're for random textures the best you can do is not have the original model (the one the item model is inherited from!) and then doing the other random options as new models (since those will never be displayed anywhere but in-world).
"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
Would I be able to make any block have textures based on their axis, kind of like logs? I have a redstone block texture with different top and bottom faces, and I want to make it so that I can place it sideways or upside-down. The only difference between this and how a log works is that the top and bottom textures are different, so it'd have to work upside-down as well.
No, unfortunately you can't do what you want to do.
Here's the reason: Minecraft won't store data that it doesn't plan to use. That includes the orientations of blocks that don't necessarily have orientations. There's a simple logic behind this: all that extra data costs memory. Making every block orientable would balloon file size of your worlds considerably. That's a bad thing, and since wouldn't be used by 90% of players it makes sense that it shouldn't be possible.
I assume this also applies to opacity. I wanted to make crafting tables display blocks behind them with this texture, but currently the game fills any transparent pixels with solid white.
The part about it not working, yes. Not the logic behind it. In this case it's because that block would cull the blocks around it, so it needs to be completely opaque to prevent you being able to see through the world.
There used to be, but unused damage values now just give errors. Mojang changed how data was stored in 1.8 to incorporate the new block model system. Updates giveth and updates taketh away, I'm afraid.
So as it stand right now your options are basically:
You... can still do that, though. That's what Alvoria was saying. Instead of relying on Optifine or MCPatcher for that, it's a Vanilla feature now. That's what he meant by "Vanilla Random". With very few exceptions, I don't even use Optifine's random texture feature, though I do plan on using it to incorporate biome-specific textures.
I think you're misunderstanding him. The way it used to be, particularly with Conquest, was that you'd have variations that you could select by placing a block with an unused metadata value on the ground. For example, cobweb:2 might have been a dedicated smoke texture to have coming out of chimneys. It wasn't random in any sense of the word, it was something that could be invoked intentionally by using an otherwise unused value and assigning a texture to it.
Does that explain it better?
Oh, I guess I missed that part. Yeah, that's how I used to do the creative patch for my pack.
That's because you're doing it wrong, just like the other person was. Here:
{
"variants": {
"axis=y": [{"model": "acacia_log"}, {"model": "acacia_log/acacia_log1"}],
"axis=z": [{"model": "acacia_log", "x": 90 }, {"model": "acacia_log/acacia_log1", "x": 90}],
"axis=x": [{"model": "acacia_log", "x": 90, "y": 90 }, {"model": "acacia_log/acacia_log1", "x": 90, "y": 90}],
"axis=none": [{"model": "acacia_bark" }, {"model": "acacia_bark/acacia_bark1"}]
}
"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
Exactly or just something like it?
Game output?
or possibly pack download... I cannot magically find your mistake with no info from you.
"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
This all looks so complicated -__-
From your screenshot I do not see your acacia log alternate model files, I do however see the FOLDER acacia_log, if your alternate models are in there you need to be referencing your models like this:
"model": "acacia_log/acacia_log1"
Also make sure you're not spelling it acacai like you did here.
"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
Is anyone here able to help me? I able to locate the models folder, but the blocks folder is not there.
Do you mean inside of [a/your] resource pack? If so, it's not needed unless block models were included... so if you want to add them, you will need to create this folder yourself.
And nitpicking here, but the folder should be named 'block', there is no s in the name.
"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