• 2

    posted a message on Latest Changes

    Changes in 16w20a:


    Additions

    assets/minecraft

    • blockstates
      • bone_block.json
      • magma.json
      • nether_wart_block.json
      • red_nether_brick.json
      • structure_void.json

    • models
      • block
        • bone_block.json
        • magma.json
        • nether_wart_block.json
        • red_nether_brick.json
        • structure_void.json

      • item
        • bone_block.json
        • magma.json
        • nether_wart_block.json
        • red_nether_brick.json
        • structure_void.json


    • textures
      • block
        • bone_block_side.png
        • bone_block_top.png - used in a structure I think
        • magma.png - new nether block
        • nether_wart_block.png - decorative, craftible
        • red_nether_brick.png - decorative, craftible

      • entity
        • bear/polarbear.png - new mob
        • skeleton
          • stray.png - new variant
          • stray_overlay.png

        • zombie/husk.png - new variant

      • items
        • structure_void.png



    Changes

    assets/minecraft

    • lang/en_US.lang
    • textures/blocks
      • structure_block.png - texture changed, all variants

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Custom Prismarine Broken?
    Quote from Tepig4444»

    I have the same issue, so I did what you said and the launcher said this:

    "[07:53:46] [Client thread/ERROR]: Unable to parse metadata from minecraft:textures/blocks/prismarine_rough.png"

    BTW: Im using the versticraft pack


    Sounds like you have a missing or broken animation file. If you did not create/modify the resource pack yourself you should post on the authors thread of your error
    Posted in: Resource Pack Help
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    Quote from rmfranco»

    Can someone please give me a link to this thread? It took me 2 days to re-find this thread. I wasn't able to find it in my History.

    Here is the thread for the MCPatcher stuff.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    Quote from rmfranco»

    Hello. First, I've posted what I'm looking for elsewhere, so, to save typing time, here's the link to it:

    http://voxmc.com/forum/showthread.php?t=8588&p=53450#post53450

    If you don't want to follow the link of someone you don't know, you can reach it by googling Vox populi minecraft, it's in the forums, under What's new, with the title Pack jsons? Help with resource pack, please.


    I've made a pack for my personal use, taking parts I like from different packs, and putting them into mine. I have most of what I want, but still would like "random" passive mobs. I've never used jsons before, but I think it's what would be able to help me. At the least, direct me to someone's pack who has a json for passive mob textures, & I'll work with what I can.


    Thanks for any help.


    Edit: I just realize, I've posted on here before, probably about the same thing, though I'm too lazy to find it right now.


    You cannot randomize mob textures without MCPatcher. There is a thread dedicated to MCPatcher help if you want to know how to do it using that
    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    Quote from Meringue»

    Hey, i have a little of a hard time figuring out the durability stuff:


    Say i want to add 2 sword textures – one for a used, slightly worn sword, maybe for 50% durability and less, and another texture for a heavily damaged sword used from 10% durability until it breaks:

    {"predicate": {"damage": 0.5},"model": "item/sword_stillgoodenough"},
    {"predicate": {"damage": 0.9},"model": "item/sword_timetogetanewone"}

    Would this work, or would the textures only be applied at exactly 50% and 90% damage?


    I'm pretty sure it applies once it reaches that value, as otherwise the clock/compass which use a similar system would be a pain to make. So yes, it should apply the 50 percent damaged model, and keep it until it reaches 90 percent.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    Quote from riodroid»

    so, after going through this tutorial, i added lots of textures, but i had problems with rotation orientated blocks (logs & pillars)

    i figured that you can give a different model to each rotation, then i found this on the web (dunno where, i forgot)


    {
    "variants": {
    "axis=y": { "model": "oak_log" },
    "axis=z": { "model": "oak_log", "x": 90 },
    "axis=x": { "model": "oak_log", "x": 90, "y": 90 },
    "axis=none": { "model": "oak_bark" }
    }
    }


    the problem is that i cant randomise the texture/model.

    i cant even randomise rotation.

    any idea how to make this work?


    It is exactly the same as any other model,only with "axis=*" instead of "normal", just make sure that when adding an array of models after each that you keep the rotations in tact
    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models

    Yep, provided the two cubes on the model have the same dimensions, it will simply overlay the bottom most element on the upper one without z-fighting.You would just need an element with just a top face to place on top. (note that the cullfaces will also affect the ordering, so no CTM uses for this, if you keep them the same you shouldn't have issues)

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union



    I'm still having issues with this, I can't for the life of my figure out how to fix it, nor what you mean. (No, It's not my model, I didn't make it.) I'd really appreciate if someone could tell me what's wrong with it, so I can fix it, or you can fix it for me. Here's the json code.

    {
    "__comment": "Fair warning, this format is highly likely to change even more in the future!",
    "ambientocclusion": false,
    "textures": {
    "particle": "blocks/dirt",
    "grass": "blocks/better_grass_0",
    "grass_side": "blocks/better_grass_side_1",
    "better_grass_sides": "blocks/better_grass_sides",
    "bottom": "blocks/dirt",
    "top": "blocks/grass_top",
    "texture": "blocks/stone_andesite_smooth"
    },
    "elements": [
    {
    "__comment": "Center",
    "from": [ 0, 0, 0 ],
    "to": [ 16, 16, 16 ],
    "faces": {
    "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "down" },
    "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#top", "tintindex": 0, "cullface": "up" },
    "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "north" },
    "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "south" },
    "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "west" },
    "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "east" }
    }
    },
    {
    "from": [ 16, 0, 0 ],
    "to": [ 16, 16, 16 ],
    "rotation": { "origin": [ 16, 16, 0 ], "axis": "z", "angle": 22.5 },
    "faces": {
    "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#better_grass_sides", "tintindex": 0, "cullface": "east" }
    }
    },
    {
    "from": [ 0, 0, 0 ],
    "to": [ 0, 16, 16 ],
    "rotation": { "origin": [ 0, 16, 0 ], "axis": "z", "angle": -22.5 },
    "faces": {
    "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#better_grass_sides", "tintindex": 0, "cullface": "west" }
    }
    },
    {
    "from": [ 0, 0, 16 ],
    "to": [ 16, 16, 16 ],
    "rotation": { "origin": [ 0, 16, 16 ], "axis": "x", "angle": -22.5 },
    "faces": {
    "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#better_grass_sides", "tintindex": 0, "cullface": "south" }
    }
    },
    {
    "from": [ 0, 0, 0 ],
    "to": [ 16, 16, 0 ],
    "rotation": { "origin": [ 0, 16, 0 ], "axis": "x", "angle": 22.5 },
    "faces": {
    "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#better_grass_sides", "tintindex": 0, "cullface": "north" }
    }
    },
    {
    "__comment": "CenterOverlay",
    "from": [ -0.01, 0, -0.01 ],
    "to": [ 16.01, 16, 16.01 ],
    "faces": {
    "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#grass_side", "tintindex": 0, "cullface": "north" },
    "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#grass_side", "tintindex": 0, "cullface": "south" },
    "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#grass_side", "tintindex": 0, "cullface": "west" },
    "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#grass_side", "tintindex": 0, "cullface": "east" }
    }
    }
    ]
    }


    Add
    "parent": "block/block",
    somewhere on the root json level, placing it right below the line with "__comment" should work.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Quote from neoix»

    Good point, but isn't the converter tool still around?

    The Minecraft Wiki has links to both the 1.5 unsticher and 1.6's Texture Ender, and both of the files still seem to be available. The unsticher only works with 16x16 textures if I remember correctly though, so if you plan on using MCPatcher's HD textures you will also need MCPatcher for unstiching HD stuff (it also does MCPatcher animation conversion if I remember correctly)
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union

    Yeah uhhh, sort of, although it's going to be quite overcomplicated and more resource heavy than it should be. And to be honest, you probably won't want to do it.

    TL;DR is that you have to disable the tint on your models and make separate models for lit and unlit. It's not as simple as tweaking the recolor value that is applied to it. Because no recolor values aside from biomes (and even then that's not great, still hardcoded stuff) are tweakable yet, it's either on or off.

    Further on the technical side, the '1.8' style blockstate format will not recognize the addition of the power argument. This means you need to use multipart arguments to give each power level its own model (or in this case, the same model but with a different texture, but really it's still another json file you need because the devs have a philosophical rulebook on how blockstate files should and shouldn't work) in order to replicate the power level shading of the redstone that's usually done with tint.

    Even with multipart system of 9 parts (4 arms, 4 up arms, 1 center... this is no personalization and no optimization by having dedicated models for specific states to have less mesh), it gets to the point this is a really bad idea. Take the original things you need (blockstate lines, model files, textures)... and multiply that by F I F T E E N. That's right.

    Fif.

    Teen.


    Sixteen, there is also an off state.

    I really wish some of those hardcoded colors would just get added to resource packs, though since I have been hanging out with people in the Modded Minecraft community I know that there would be complaints from that side as modders would have to change the way they do things (on the bright side, that did not stop block models from being added, and resource packs in any case are more official than mods).


    And the fun don't stop there kiddies, as per Grum's comment on MC-60242, it's even possible that using multipart in the manner will be broken in the future:


    From the looks of it, Mojang wants states to only be things that should affect rendering, as I assume having more states takes more memory. Unfortunately, they seem to be limiting that to things that affect rendering in vanilla, which limits a lot of what resource packs can do. Hopefully a few of the unused states will be kept for resource pack authors though.

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Texture Artists' Union
    Quote from Ignaf»

    @Eleazzaar: Yes I see now, you helped a lot. Thanks :)

    @Lemon: Yes they are Huge in my hand and flat in the inventory. The rest works well. But sorry I don't understand, they are normal sice? :(




    With most blocks you can fix this by removing any display tags in the relevant item model, and setting the block model to have the parent of "block/block" (though some like carpets you might want a different parent, I have a full list of new models here), as that is where all the default block display tags are stored

    Posted in: Resource Pack Discussion
  • 2

    posted a message on Latest Changes

    At last, the long awaited

    Changes from 1.8.9 to 1.9-pre2


    Note that in the below:

    • * is a wildcard for when a bunch of similar files all exist, such as the colors of stained glass panes
    • square brackets with numbers mean a file for each number in the range ([])
    • "-" to the end of the line is a comment
    • items can now be placed on the head using commands, as item models and block models were unified in the code
    • see the Minecraft Wiki article for a few of the model additions, most notably multipart and overrides

    Additions



    • beetroots.json
    • chain_command_block.json
    • chorus_flower.json
    • chorus_plant.json
    • end_bricks.json
    • end_rod.json
    • frosted_ice.json
    • grass_path.json
    • purpur_block.json
    • purpur_double_slab.json
    • purpur_pillar.json
    • purpur_slab.json
    • purpur_stairs.json
    • repeating_command_block.json
    • structure_block.json

      • block
        • *_stained_glass_pane_no-side.json - comes in each color, for the new multipart
        • *_stained_glass_pane_no-side_alt.json
        • *_stained_glass_pane_post.json
        • *_stained_glass_pane_side.json
        • *_stained_glass_pane_side_alt.json
        • *_fence_side.json - one for nether_brick and each wood, used with the old post for multipart
        • beetroots_stage[0-3].json
        • block.json - item display data for blocks, should be a parent for all blocks that also are used as items
        • brewing_stand.json - new multipart model, base moved from brewing_stand_empty.json
        • brewing_stand_bottle[0-2].json
        • brewing_stand_empty[0-2].json
        • chain_command_block.json
        • chain_command_block_conditional.json
        • chorus_flower.json
        • chorus_flower_dead.json
        • chorus_plant.json
        • chorus_plant_noside.json
        • chorus_plant_noside[1-3].json
        • chorus_plant_side.json
        • cobblestone_wall_side.json - used for multipart, along with the old post model
        • command_block_conditional.json
        • cube_directional.json - *unknown*
        • end_bricks.json
        • end_rod.json
        • fence_side.json - parent for all fence sides
        • fire_*.json - new multipart model files, only 14 types total now, but I am to lazy to list all of them
        • frosted_ice_[0-3].json
        • glass_pane_noside.json - normal glass pane multipart
        • glass_pane_noside_alt.json
        • glass_pane_post.json
        • glass_pane_side.json
        • glass_pane_side_alt.json
        • grass_path.json
        • half_slab_purpur.json
        • iron_bars_cap.json - from a bug fix
        • iron_bars_cap_alt.json
        • iron_bars_post.json - multipart
        • iron_bars_post_end.json
        • iron_bars_side.json
        • iron_bars_side_alt.json
        • mossy_cobblestone_wall_post.json - multipart
        • mossy_cobblestone_wall_side.json
        • pane_noside.json - parents for glass pane multipart
        • pane_noside_alt.json
        • pane_post.json
        • pane_side.json
        • pane_side_alt.json
        • purpur_block.json
        • purpur_inner_stairs.json
        • purpur_outer_stairs.json
        • purpur_pillar_top.json
        • purpur_stairs.json
        • redstone_dot.json - redstone mutlipart
        • redstone_side.json - parent
        • redstone_side[0-1].json
        • redstone_side_alt.json - parent
        • redstone_side_alt[0-1].json
        • redstone_up.json
        • repeating_command_block.json
        • repeating_command_block_conditional.json
        • structure_block.json
        • structure_block_corner.json
        • structure_block_data.json
        • structure_block_load.json
        • structure_block_save.json
        • thin_block.json - item display data for thin blocks such as pressure plates
        • tinted_cross.json - plants such as grass and ferns, renamed from block/tallgrass.json with backside UV reversed
        • upper_slab_purpur.json
        • wall_side.json - parent for wall side mutlipart
      • item
        • acacia_boat.json
        • beetroot.json
        • beetroot_seeds.json
        • beetroot_soup.json
        • birch_boat.json
        • bottle_lingering.json - lingering potions
        • broken_elytra.json - damage override for normal elytra model
        • chain_command_block.json
        • chorus_flower.json
        • chorus_fruit.json
        • chorus_fruit_popped.json
        • chorus_plant.json
        • clock_[01-63].json - clock model overrides based on clock time, if you customize these, please use a folder
        • compass_[00-15].json - compass overrides
        • compass_[17-31].json - 16 does not exist, as that is compass.json
        • dark_oak_boat.json
        • dragon_breath.json
        • elytra.json
        • end_bricks.json
        • end_crystal.json
        • end_rod.json
        • generated.json - use as parent instead of buildin/generated for display data
        • grass_path.json
        • handheld.json - display data for tools such as pickaxes and blaze rods, replaces item/generated
        • handheld_rod.json - *unknown*
        • jungle_boat.json
        • oak_boat.json
        • purpur_block.json
        • purpur_pillar.json
        • purpur_slab.json
        • purpur_stairs.json
        • repeating_command_block.json
        • shield.json
        • shield_blocking.json - yes, you can change the location of blocking
        • skull.json - display data for skulls, used as parent instead of builtin/entity
        • skull_dragon.json - that skull is big
        • spectral_arrow.json
        • spruce_boat.json
        • structure_block.json
        • tipped_arrow.json
    • assets/minecraft/structures/* - the new way to store structure data related to the structure block, not a resource pack feature

      • blocks
        • beetroots_stage_[0-3].png
        • chain_command_block_back.png
        • chain_command_block_back.png.mcmeta
        • chain_command_block_conditional.png
        • chain_command_block_conditional.png.mcmeta
        • chain_command_block_front.png
        • chain_command_block_front.png.mcmeta
        • chain_command_block_side.png
        • chain_command_block_side.png.mcmeta
        • chorus_flower.png
        • chorus_flower_dead.png
        • chorus_plant.png
        • command_block_back.png - replaces command_block.png
        • command_block_back.png.mcmeta
        • command_block_conditional.png
        • command_block_conditional.png.mcmeta
        • command_block_front.png
        • command_block_front.png.mcmeta
        • command_block_side.png
        • command_block_side.png.mcmeta
        • debug.png - debug textures for rendering tests, unused
        • debug2.png
        • end_bricks.png
        • end_rod.png
        • frosted_ice_[0-3].png
        • grass_path_side.png
        • grass_path_top.png
        • purpur_block.png
        • purpur_pillar.png
        • purpur_pillar_top.png
        • redstone_dust_dot.png - replaces old redstone textures. Has Z-fighting issues with more advanced textures, so you might want to make a model
        • redstone_dust_line[0-1].png
        • redstone_dust_overlay.png - that's right, just one overlay for all three textures, make a custom model if that's a problem
        • repeating_command_block_back.png - replaces command_block.png
        • repeating_command_block_back.png.mcmeta
        • repeating_command_block_conditional.png
        • repeating_command_block_conditional.png.mcmeta
        • repeating_command_block_front.png
        • repeating_command_block_front.png.mcmeta
        • repeating_command_block_side.png
        • repeating_command_block_side.png.mcmeta
        • structure_block.png - command only block for structure creation
        • structure_block_corner.png
        • structure_block_corner.png
        • structure_block_corner.png
        • structure_block_corner.png
        • water_overlay.png - unknown, might be the underwater texture
      • entity
        • boat - replaces old texture from entity/boat.png. Note that the mapping has since changed from the original bad mapping
          • boat_acacia.png
          • boat_birch.png
          • boat_darkoak.png
          • boat_jungle.png
          • boat_oak.png
          • boat_spruce.png
        • enderdragon/dragon_fireball.png
        • projectiles
          • arrow.png - moved from entity/arrow.png
          • spectral_arrow.png
          • tipped_arrow.png - does not seem to be tinted in any way
        • shield - contains shield patterns, similar to banner ones only half resolution
          • base.png - base for patterns, main shield base is at entity/shield_base.png
          • border.png
          • bricks.png
          • circle.png
          • creeper.png
          • cross.png
          • curly_border.png
          • diagonal_left.png
          • diagonal_right.png
          • diagonal_up_left.png
          • diagonal_up_right.png
          • flower.png
          • gradient.png
          • gradient_up.png
          • half_horizontal.png
          • half_horizontal_bottom.png
          • half_vertical.png
          • half_vertical_right.png
          • mojang.png
          • rhombus.png
          • skull.png
          • small_sritpes.png
          • square_bottom_left.png
          • square_bottom_right.png
          • square_top_left.png
          • square_top_right.png
          • straight_cross.png
          • stripe_bottom.png
          • stripe_center.png
          • stripe_downleft.png
          • stripe_downright.png
          • stripe_left.png
          • stripe_middle.png
          • stripe_right.png
          • stripe_top.png
          • triangle_bottom.png
          • triangle_top.png
          • triangles_bottom.png
          • triangles_top.png
        • shulker
          • endergolem.png - shulker texture, don't ask why it is named so strangely
          • spark.png - shulker projectile
        • zombie_villager - textures for zombie villager professions, replaces entity/zombie/zombie_villager.png
          • zombie_butcher.png
          • zombie_farmer.png
          • zmbie_librarian.png
          • zombie_priest.png
          • zombie_smith.png
          • zombie_villager.png - unused generic zombie villager skin, likely a default to prevent errors
        • elyta.png
        • end_gateway_beam.png - same texture as default beacon beam
        • shield_base.png - base for shield with pattern
        • shield_base_nopattern.png - patternless shield, type that is crafted
        • sweep.png - particles for new sword sweep attack
      • gui
        • bars.png - boss health bars, only two of them are really used in game, as I don't think a command to use the rest was ever implemented
        • world_selection.png - buttons for the new world selection screen, similarly but not quite the same as the resource pack ones
      • items
        • acacia_boat.png
        • beetroot.png
        • beetroot_seeds.png
        • beetroot_soup.png
        • birch_boat.png
        • broken_elytra.png
        • chorus_fruit.png
        • chorus_fruit_popped.png
        • clock_[00-63].png - clock was split up into frames, allowing actual animation if desired (lots of work to convert from the old design though)
        • compass_[00-31].png - same here
        • dark_oak_boat.png
        • dragon_breath.png
        • elytra.png
        • empty_armor_slot_shield.png - off hand slot default icon
        • end_crystal.png - they have an item to place them now
        • jungle_boat.png
        • oak_boat.png
        • potion_bottle_lingering.png
        • spectral_arrow.png
        • tipped_arrow_base.png
        • tipped_arrow_head.png

    Changes


    • pack.mcmeta - now requires a pack_format number of "2", as opposed to "1" which was required since 1.8.8 (the tag was ignored before then)

    • *_fence.json - multipart for each nether_brick and wood variant (except oak)
    • *_fence_gate.json - always uses UV lock now
    • *_log.json - rotation uses fewer models
    • *_stained_glass_pane.json - multipart
    • *_stairs.json - rotations of upper stairs changed by 90 degrees, seems Mojang tweaked the rotational values for the sake of logs
    • brewing_stand.json - multipart
    • cobblestone_wall.json - multipart
    • command_block.json - now includes facing and conditional as tags
    • fence.json - multipart for oak fence
    • fence_gate.json - always uses UV lock
    • fire.json - multipart
    • glass_pane.json - multipart
    • hay_block.json - rotations tweaked
    • iron_bars.json - multipart
    • mossy_cobblestone_wall.json - multipart
    • redstone_wire.json - multipart
    • stone_button.json - uses UV lock now
    • tnt.json - no longer rotates randomly
    • tripwire.json - removed suspended state, no multipart here oddly
    • tripwire_hook.json - removed suspended state
    • wooden_button.json - uses UV lock now
      • assets/minecraft/lang/en_US.lang - many changes, only notable ones listed below. I suggest using a online diff program/Notepad++'s compare plugin to see more changes if interested
        • Streaming stuff removed as the feature was as well
        • Boat renamed to Oak Boat
        • Potions and status effects completely redone, including removing unused potion prefixes
        • Added subtitles, you might want to look through these if you use custom lang anywhere else

      • block
        • block models used by items - rotation data added, usually just inheriting block/block
        • models inheriting block/tallgrass - model was renamed to block/tinted_cross
        • button_pressed.json - UV adjusted
        • cake_slice[1-6].json - uses automatic UV now
        • cauldron_empty.json - automatic UV
        • cauldron_level[1-3],json - automatic UV
        • command_block.json - now has textures on all sides, can be placed like a dispenser in game as well
        • cross.json - back sides of textures are flipped now
        • cube.json - adds block/block display data, so you don't have to
        • fire_floor.json - removed several faces for the sake of multipart
        • hopper_down.json - automatic UV
        • hopper_side.json - automatic UV
        • leaves.json - now has cullface set, note that this is the parent model
        • piston_head.json - two elements were combined into one
        • pressure_plate_down.json - UV tweaked
        • slime.json - order of elements changed, could have to do with the transparency render order bug
        • tripwire_hook.json - cullface fix
        • tripwire_hook_attached.json - certain elements have rotation now, plus a cullface fix
        • tripwire_hook_attached_powered.json - element positions tweaked, plus a cullface fix
        • tripwire_hook_powered.json - cullface fix
        • wall_post.json - automatic UV
      • item
        • almost all models - display data moved to parent model, such as display data for builtin/generated is at item/generated. Display data also is slightly different how much a number affects the display
        • banner.json - display data numbers changed, good reference model for the changes I guess
        • bow.json - display data tweaks, also uses overrides for pulling models
        • chest.json - display data adjustments, no longer automatically generated
        • clock.json - uses overrides for each different time
        • cod.json - special display on head
        • compass.json - overrides for each different angle
        • feather.json - special display on head
        • fishing_rod.json - override for cast
        • lead.json - special display for head

      • assets/minecraft/texts/splashes.txt
        • Added "More Digital!", "doot doot", "Falling with style!", "There's no stopping the Trollmaso", and "Throw yourself at the ground and miss"
        • "0% sugar" changed to "1% sugar"
        • Removed "SOPA means LOSER in Swedish!"

        • Many many textures compressed, flooding the changes making it next to impossible to tell what actually changed as my diff program only does text diffs, so sorry about that. The below is from directly checking known changes and tile sheets
        • gui
          • container
            • brewing_stand.png - added blaze powder fuel requirement
            • stat_icons.png - added two new icons
          • icons.png - added attack damage indicators and armor bar overlays
          • inventory.png - added five new status effects and two squares for status effects when the inventory is closed
          • widgets.png - added off hand slots (left and right variants)
    • particle/particles.png - added several new particles, such as the damage indicator particle

    Removals




      • block
        • *_fence_*.json - each of the wood variants plus nether_brick replaced with multipart
        • *_log_side.json - default model is rotated instead
        • *_pane_*.json - replaced with multipart
        • bars_*.json - replaced with multipart
        • brewing_stand_bottles_*.json - replaced with multipart
        • brewing_stand_empty.json - renamed to block/brewing_stand.json
        • cobblestone_wall_n.json - multipart, though the other wall varieties still exist unused strangely
        • fence_*.json - multipart, base model
        • fire_*.json - multipart
        • glass_pane_*.json - multipart
        • hay_side.json - rotations changed
        • heavy_pressure_plate_inventory.json - uses the block model in the inventory now
        • light_pressure_plate_inventory.json
        • mossy_wall_*.json - multipart
        • pane_*.json - multipart, base model
        • pressure_plate_inventory.json - children use block model now
        • redstone_*.json - multipart
        • stone_pressure_plate_inventory.json - uses block model for inventory
        • tallgrass.json - renamed to block/tinted_cross.json
        • tripwire_attached_suspended_*.json - suspended state removed
        • tripwire_hook_attached_suspended.json
        • tripwire_hook_attached_suspended_powered.json
        • tripwire_suspended_*.json
        • wall_*.json - multipart, parent model
        • wooden_pressure_plate_inventory.json - block model
    • item/boat.json - replaced with variants per wood


      • blocks
        • command_block.png - now has a texture per side
        • redstone_dust_cross.png - new model changes the mapping/textures
        • redstone_dust_cross_overlay.png
        • redstone_dust_line.png
        • redstone_dust_line_overlay.png
      • entity/boat.png - replaced with variants per wood
      • items
        • boat.png - replaced with variants per wood
        • clock.png - split into frames
        • clock.png.mcmeta
        • compass.png - split into frames
        • compass.png.mcmeta
        • quiver.png - was never used anyways


    Edit: added changes to brewing stand gui

    Posted in: Resource Pack Discussion
  • 3

    posted a message on Latest Changes
    Quote from Alvoria»

    Now that the 1.9 pre-release has come out, would one of you wonderful people mind creating a 1.8 > 1.9 list for those of us who are lagging behind on these changes? Thank you in advance. :)




    I can try to get something together tomorrow if no one does it by then. I won't be able to get much done tonight, as there are quite a few changes, and to delay things even further it seems that 1.9-pre1 recent version was compiled by a Unix system instead of a Windows like 1.8.9, and my diff program refuses to ignore that fact when listing changed files.


    Edit: okay, I convinced it to ignore the Windows/Unix line break difference. A list of changes besides line break type should be coming sometime tomorrow. Until then, here is a raw list of changes

    Edit 2: I have been busier than I originally expected on Thursday, so I only finished about a third of the list so far. I'll hopefully have the full list ready to post sometime on Friday

    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    Quote from HuntersPlays»

    Can you tell me what the glowing redstone ore files are called in the folders?


    Blockstate is "assets/minecraft/blockstates/lit_redstone_ore.json". Model is "assets/minecraft/models/block/lit_redstone_ore.json", which by default is a duplicate of the redstone ore model.
    Posted in: Resource Pack Discussion
  • 1

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    Quote from HuntersPlays»

    Greetings from 2016, 2015 posters. I have an issue and I would like some help with it:



    I have four alternate textures for the quartz ore, but as you can see one of them has gone rogue. I can't figure out what's wrong with it, the .json files seem fine to me:


    Block States (resourcepack/assets/minecraft/blockstates)


    "quartz_ore"


    {
    "variants": {
    "normal": [ { "model": "quartz_ore", "weight": 5 },
    { "model": "quartz_ore_1", "weight": 2 },
    { "model": "quartz_ore_2", "weight": 2 },
    { "model": "quartz_ore_3", "weight": 2 },
    { "model": "quartz_ore_4", "weight": 2 }
    ]
    }
    }


    Models (resourcepack/assets/minecraft/models/block)


    "quartz_ore_1" (the one with the issue)


    {
    "parent": "block/cube_all",
    "textures": {
    "all": "blocks/quartz_ore_1"
    }
    }


    "quartz_ore_2"


    {
    "parent": "block/cube_all",
    "textures": {
    "all": "blocks/quartz_ore_2"
    }
    }


    "quartz_ore_3"


    {
    "parent": "block/cube_all",
    "textures": {
    "all": "blocks/quartz_ore_3"
    }
    }


    "quartz_block_4"


    {
    "parent": "block/cube_all",
    "textures": {
    "all": "blocks/quartz_ore_4"
    }
    }


    Extra thing: My redstone ore alternate textures work (all four of them) but when I try to mine it, step on it or put a block next to it (that's when it glows) it changes to the original texture set by the resource pack (no matter what alternate version was being displayed). Is there any way of changing that so it stays with the alternate version even when it glows?


    Thanks anyways.


    For the missing model, my only guess without seeing your pack is that either a model or texture is miss named. Try starting your game with the launcher kept open and check what error it says.

    For the redstone ore, there are actually two different redstone ore models: normal and glowing. In my pack, I used this to make the glowing ore have a brighter red on the texture (like a powered repeater), though if you don't want to change the texture you can just find the glowing model and copy it over (as long as you have the same number of models/same weights, it will always sync up)
    Posted in: Resource Pack Discussion
  • To post a comment, please .