When I was doing with blockbench mobs at first, I always had this problem because of pivit points. I just never touched them and everything worked well after that, but it may be the issue. Then, to make random textures work, all I have done is to make a model, place place from where it should take the texture, then remove the texture saved in blockbench and save the file. As blockbench model had no texture, it just took one from normal location -> with random entities working. (But you can do it only with mobs, not with blocks)
The Meaning of Life, the Universe, and Everything.
Join Date:
1/13/2018
Posts:
47
Member Details
So some things worked, I got the random textures to work.
At first only the pink "pig69" texture was used until I changed the text to the updated one below.
#Default Pig
skins.1=1-3
#Named Pink Pig
skins.2=69
name=Pink Pig
I don't think I know exactly how this all works.
The naming still doesn't work, though.
And I had heard changing the pivot points woud mess things up so I specifically avoided that, but the model is still off. It's like the right and left legs are switched in-game and I don't know why that is, is it normal?
Some mobs have some changes from its model, like spiders legs etc, but most of the time it is in logical way. If they are just switched and nothing else, maybe you can make it somehow work (edit the model in blockbench strangely to make it work normally in-game). Now, why does not that naming thing work properly? because you need to write name.2=Pink Pig. You need to specify that it belongs to second texture group. After this, it should work.
(As I never edited pig, I can't tell if something like this is normal or not)
I just now remember how to help through a previous topic, Optifine separate items through spaces, if your item does have space in it, you need to encase it in ".
I just now remember how to help through a previous topic, Optifine separate items through spaces, if your item does have space in it, you need to encase it in ".
I have no idea what you mean, could you elaborate?
If you mean spaces in the name that shouldn't matter, I got the chicken to work with naming and spaces gave me no trouble.
The Meaning of Life, the Universe, and Everything.
Join Date:
1/13/2018
Posts:
47
Member Details
Aight, so it turns out the entries in the random texture properties file need to be in a certain order, naming will only work if it's put before the generic random textures. Bloody hell.
Recently started using optifine and blockbench, still mostly trying things out.
My pig model in-game doesn't match the model in blockbench, the legs are all off and the "hips" I added as well.
Additionally, the random textures don't work at all, see the files below.
I'm sorry if I'm being noobish but a pointer in the right direction would be awesome.
JEM-file:
{{ "texture": "pig_new.png", "textureSize": [128, 128], "models": [ { "part": "body", "id": "body", "invertAxis": "xy", "translate": [0, -13, -2], "submodels": [ { "id": "rotation", "invertAxis": "xy", "translate": [0, 13, 2], "rotate": [-90, 0, 0], "submodels": [ { "id": "body_sub_1", "invertAxis": "xy", "translate": [0, 0, 0], "boxes": [ {"coordinates": [-5, -9, -5, 10, 19, 9], "textureOffset": [0, 0]}, {"coordinates": [-4.5, -0.5, 4, 9, 10, 2], "textureOffset": [42, 46]} ] } ] } ], "animations": [ { "rotation.rx": "0" } ] }, { "part": "head", "id": "head", "invertAxis": "xy", "translate": [0, -12, 6], "boxes": [ {"coordinates": [-4, 11, -20, 8, 5, 14], "textureOffset": [24, 14]}, {"coordinates": [-9, 16, -11, 18, 5, 0], "textureOffset": [61, 0]} ], "submodels": [ { "id": "gobg", "invertAxis": "xy", "translate": [0.5, 10, -13], "rotate": [-7.5, 0, 0], "boxes": [ {"coordinates": [-4, -1, -7, 7, 2, 14], "textureOffset": [0, 33]} ] } ] }, { "part": "leg1", "id": "leg1", "invertAxis": "xy", "translate": [3, -6, -7], "boxes": [ {"coordinates": [-5, 0, 7, 4, 8, 4], "textureOffset": [54, 13]}, {"coordinates": [-6, 6, 4.25, 4, 6, 7], "textureOffset": [28, 33]} ] }, { "part": "leg2", "id": "leg2", "invertAxis": "xy", "translate": [-3, -6, -7], "boxes": [ {"coordinates": [1, 0, 7, 4, 8, 4], "textureOffset": [50, 33]}, {"coordinates": [2, 6, 4.25, 4, 6, 7], "textureOffset": [38, 0]} ] }, { "part": "leg3", "id": "leg3", "invertAxis": "xy", "translate": [3, -6, 5], "boxes": [ {"coordinates": [-5, 0, -7, 4, 8, 4], "textureOffset": [16, 49]} ] }, { "part": "leg4", "id": "leg4", "invertAxis": "xy", "translate": [-3, -6, 5], "boxes": [ {"coordinates": [1, 0, -7, 4, 8, 4], "textureOffset": [0, 49]} ] } ]}
pig.properties file:
#Named Pink Pig
skins.1=69
name=Pink Pig
#Default Pig
skins.2=1-3
When I was doing with blockbench mobs at first, I always had this problem because of pivit points. I just never touched them and everything worked well after that, but it may be the issue. Then, to make random textures work, all I have done is to make a model, place place from where it should take the texture, then remove the texture saved in blockbench and save the file. As blockbench model had no texture, it just took one from normal location -> with random entities working. (But you can do it only with mobs, not with blocks)
So some things worked, I got the random textures to work.
At first only the pink "pig69" texture was used until I changed the text to the updated one below.
#Default Pig
skins.1=1-3
#Named Pink Pig
skins.2=69
name=Pink Pig
I don't think I know exactly how this all works.
The naming still doesn't work, though.
And I had heard changing the pivot points woud mess things up so I specifically avoided that, but the model is still off. It's like the right and left legs are switched in-game and I don't know why that is, is it normal?
Some mobs have some changes from its model, like spiders legs etc, but most of the time it is in logical way. If they are just switched and nothing else, maybe you can make it somehow work (edit the model in blockbench strangely to make it work normally in-game). Now, why does not that naming thing work properly? because you need to write name.2=Pink Pig. You need to specify that it belongs to second texture group. After this, it should work.
(As I never edited pig, I can't tell if something like this is normal or not)
I just now remember how to help through a previous topic, Optifine separate items through spaces, if your item does have space in it, you need to encase it in ".
Meow~
#F5F8FB
KittenKatja ♥
Messed around with the model and texture, looks fine now I suppose.
Naming still doesn't work.
I have no idea what you mean, could you elaborate?
If you mean spaces in the name that shouldn't matter, I got the chicken to work with naming and spaces gave me no trouble.
Like "this is" "encased in" quotations.
Meow~
#F5F8FB
KittenKatja ♥
I don't understand. It still isn't working properly.
The random textures are functional but I can not get the naming to work. I haven't the slightest clue why not.
Aight, so it turns out the entries in the random texture properties file need to be in a certain order, naming will only work if it's put before the generic random textures. Bloody hell.
Alright, might as well drop this here now.
I'm trying to get the thing to use a different texture at night, but can't get it to work.
I put this in the properties:
#Named Pink Pig night
textures.2=70
name.2=Pink Pig
dayTime.2=12500-0
Which should get the named pig to display the texture optifine/mob/pig/pig70
But the game log keeps saying "Invalid skins for rule: 2", and I haven't a clue why.