Hi. This is just me messing around with the wither model, I'm not gonna use it for anything. So the wither is gone? not it's still there, only different model and creeper texture. Why creeper? well they like to blow things up, having a jetpack would make their life much easier surely!
Lol, just gonna share it this in case anyone wants the model, just PM me, I was just messing around with wither model, it's not like I make resource pack
Another problem (not really!) but it's bugging me.. sorry. When making custom block model, you can turn shade on and off but for CEM, is there a way to do it? Here is what I mean:
What I would like is to have both north and east face to not have shade, things would look better with manual shading.. Is it possible for CEM?
Can I have an example on how to use custom background please. I'm rather confused. Do you put "background.properties" in every "background1, background2, background3, .." folder or do you just put them here like this: "/assets/minecraft/optifine/gui/background.properties". I've tried both but there seems to be no differences.
Also what does it really mean by: "blur1=<1-64>", "blur2=<1-3>", "blur3=<1-3>"?
Does it mean blur1 for alternative panorama folder number 1 "background1"?
Or, does every panorama folder need 3 of them "blur1=..", "blur2=..", "blur3=.."?
The same about overlay1, and overlay2. I'm also confused as to how ARGB works? I'm pretty sure it's the same as RGBA with "A" being alpha, but I'm not sure how exactly it work, I can't find any ARGB converter.
I made the skeleton model with sloped neck, but if the skeleton is wearing a helmet will seems out of place.. Surely this is not a bug? but is there a workaround?
It seems like a waste to use default texture pack on custom mob model.. this looks much better
Random models are currently not possible. But using MCPatcher's random mobs feature, it is possible! Just make all the model parts into one file then for each texture variation, leave the texture area for which model parts you don't want to be rendered to transparent or blank. So it's possible to have one zombie with three heads, other zombie with one head, or even headless, just for example:
I was messing around with just notepad, to make custom entity models. Well I'd never thought creating models with notepad would be super easy! Tho I constantly do F3 + T in Minecraft to see the changes. But it is much easier than making detailed textures.
Let me know if you guys want a tutorial on this, I'd be glad to make it. But I'm going to need an editor, cause my English sucks, people wouldn't understand it..
I don't like that as well(the 20$ thing), however there's a alternative(however I haven't done much with it) Blockbench, although that doesn't seem for entities this far, more for items and blocks.
So Cubik is the only one that can edit entities and they're milking money on that fact? ugh, they won't get any support from me.
Milking money, that's the correct words lol.. Good for him, wish I had this idea first, so I could pay some programmer to make me such simple app and sell it for the same price as the game lol
One of these days, MrCrayfish or someone else will make model creator for entities. I like MrCrayfish's Model Creator, so simple and easy to use, and mainly it's free!
I don't see why spend another 20 € just for simple tasks, such as exporting into json/jpm, having already bought Minecraft which costs as much.
I will live without custom entity for now :). Thanks for the info
Oh, I've got a question. This is about custom block model.
Say for example, if I put "cullface":"up" on some face, then that face's texture won't be rendered in the game if there is a block on top of it.
What I would like to do is to make "multiple cullface", for example "cullface": [ "up", "down" ], which simply means the face's texture won't get rendered if there is a block on top and on the bottom of it.
Is this already a feature, a posibility within Optifine? or if not, is there a way around it? Thank you
0
I'm not sure if we are talking the same custom animation? This is the one? I don't see McPatcher folder in your resource pack.
0
I just downloaded bunch of resource pack wich have animated textures, they all seem to be not working? can you get them to work?
0
Custom Animations doesn't seem to work, I have everything in Video Settings > Animations enabled. Is this a bug or what am I doing wrong?
4
Hi. This is just me messing around with the wither model, I'm not gonna use it for anything. So the wither is gone? not it's still there, only different model and creeper texture. Why creeper? well they like to blow things up, having a jetpack would make their life much easier surely!
Screenshot:
Video:
Download:
https://www.mediafire.com/file/zd27qek23dww33d/Creeper-Wither%20custom%20model.zip
Free to use for video or resource pack, don't credit me, I had fun making it just don't think will ever use it again.
1
Lol, just gonna share it this in case anyone wants the model, just PM me, I was just messing around with wither model, it's not like I make resource pack
Edit: Made a download thread here http://www.minecraftforum.net/forums/mapping-and-modding/resource-packs/resource-pack-discussion/2853047
Good for those who would like to learn to make custom 3d model with notepad eh?
1
Thanks, but anyway I just use a simple text editor, and if I do F3 + T in game, it reloads the resource pack, so it's that easy really
0
Another problem (not really!) but it's bugging me.. sorry. When making custom block model, you can turn shade on and off but for CEM, is there a way to do it? Here is what I mean:
What I would like is to have both north and east face to not have shade, things would look better with manual shading.. Is it possible for CEM?
0
Can I have an example on how to use custom background please. I'm rather confused. Do you put "background.properties" in every "background1, background2, background3, .." folder or do you just put them here like this: "/assets/minecraft/optifine/gui/background.properties". I've tried both but there seems to be no differences.
Also what does it really mean by: "blur1=<1-64>", "blur2=<1-3>", "blur3=<1-3>"?
Does it mean blur1 for alternative panorama folder number 1 "background1"?
Or, does every panorama folder need 3 of them "blur1=..", "blur2=..", "blur3=.."?
The same about overlay1, and overlay2. I'm also confused as to how ARGB works? I'm pretty sure it's the same as RGBA with "A" being alpha, but I'm not sure how exactly it work, I can't find any ARGB converter.
Thanks for any help!
0
I made the skeleton model with sloped neck, but if the skeleton is wearing a helmet will seems out of place.. Surely this is not a bug? but is there a workaround?
1
It seems like a waste to use default texture pack on custom mob model.. this looks much better
Random models are currently not possible. But using MCPatcher's random mobs feature, it is possible! Just make all the model parts into one file then for each texture variation, leave the texture area for which model parts you don't want to be rendered to transparent or blank. So it's possible to have one zombie with three heads, other zombie with one head, or even headless, just for example:
0
I was messing around with just notepad, to make custom entity models. Well I'd never thought creating models with notepad would be super easy! Tho I constantly do F3 + T in Minecraft to see the changes. But it is much easier than making detailed textures.
1
Milking money, that's the correct words lol.. Good for him, wish I had this idea first, so I could pay some programmer to make me such simple app and sell it for the same price as the game lol
2
One of these days, MrCrayfish or someone else will make model creator for entities. I like MrCrayfish's Model Creator, so simple and easy to use, and mainly it's free!
I don't see why spend another 20 € just for simple tasks, such as exporting into json/jpm, having already bought Minecraft which costs as much.
I will live without custom entity for now :). Thanks for the info
0
I know about Cubik, but can it also make custom entity models? that's what I'm wondering, since entity models and block models is entirely different
0
Oh, I've got a question. This is about custom block model.
Say for example, if I put "cullface":"up" on some face, then that face's texture won't be rendered in the game if there is a block on top of it.
What I would like to do is to make "multiple cullface", for example "cullface": [ "up", "down" ], which simply means the face's texture won't get rendered if there is a block on top and on the bottom of it.
Is this already a feature, a posibility within Optifine? or if not, is there a way around it? Thank you