Dunno if there's any program to do it automatically for you, but I did it manually in photoshop from actual in-game screenshots.
I've done it for boats, comparators, and maybe one or two other things.
I started by putting my object on a background of wool for contrast to make it easier to cut around later, then found the angle I wanted, took the screenshot, cut it out in photoshop, and scaled it down to my preferred size.
I still had to do some pixel touch-ups since the scaling isn't perfect, then darken/lighten parts as desired, but I'm very happy with the end result.
Basically because I don't really know what I'm doing. I'm a graphic designer but not really a coder. Just tried to do the best I could before even asking.
That lime green unindented text was hard to digest in terms of lining it up to the code (at least for a noob), but I started over from scratch based on what you were talking about, making sure there wasn't an extra unnecessary set of curly brackets around the square ones, and got it working!
So square brackets within each "axis", encompassing the models, each model in curlys, separated by commas. Got it.
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Dunno if there's any program to do it automatically for you, but I did it manually in photoshop from actual in-game screenshots.
I've done it for boats, comparators, and maybe one or two other things.
I started by putting my object on a background of wool for contrast to make it easier to cut around later, then found the angle I wanted, took the screenshot, cut it out in photoshop, and scaled it down to my preferred size.
I still had to do some pixel touch-ups since the scaling isn't perfect, then darken/lighten parts as desired, but I'm very happy with the end result.
0
Basically because I don't really know what I'm doing. I'm a graphic designer but not really a coder. Just tried to do the best I could before even asking.
That lime green unindented text was hard to digest in terms of lining it up to the code (at least for a noob), but I started over from scratch based on what you were talking about, making sure there wasn't an extra unnecessary set of curly brackets around the square ones, and got it working!
So square brackets within each "axis", encompassing the models, each model in curlys, separated by commas. Got it.
Cheers! 😸
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I want to create multiple variations of warped hyphae for the game to randomly choose from when I place the block.
I have it working for some simple blocks like Oak Plank, but Warped Hyphae seems to be more complicated because it has multiple axes.
I'm not sure how to place the square brackets and comma separate the models.
Can't seem to find any guidance on more complicated textures like this. Any resources on such things would also be highly appreciated.
Here's the default warped_hyphae.json blockstate code:
Here's the blockstate code I have working for oak_planks.json:
Here's how I thought I might be able to adapt what I did with Oak Planks to Warped hyphae, but it's not working:
Thanks for any help you can offer!