Does anyone know how to do inheriting and rotating in the newest snapshot?
Near as I can see, there is no more inheriting for meshes and rotation is now done either per-element in the mesh file or per-varient in the block file.
Here are the files for the torch to illustrate how it is currently:
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"variants": {
"standing": { "model": "torch" },
"wall_n": { "model": "torch_wall" },
"wall_s": { "model": "torch_wall", "y": 180 },
"wall_e": { "model": "torch_wall", "y": 90 },
"wall_w": { "model": "torch_wall", "y": 270 }
}
}
The torch block uses two mesh files. One for the standing torch variant and then one for the four wall variants. You can see the torch_wall mesh is only rotated in 90 increments around the Y axis.
Here is where the actual rotation of the wall torch happens. Each face of the torch has been rotated 22.5 degrees around a point in the middle of the edge where the base of the torch is against the wall. Aside from the added rotation, this is identical to the 'standard' torch mesh.
---
Looking at that I notice that the inventoryRender3D flag is in the mesh files rather than the block file. That seems like an odd place to me as I'm not sure why you would want to toggle using a sprite vs a model on a per-mesh basis instead of a per-block basis.
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Tis far better to be a witty fool than a foolish wit.
Looking at that I notice that the inventoryRender3D flag is in the mesh files rather than the block file. That seems like an odd place to me as I'm not sure why you would want to toggle using a sprite vs a model on a per-mesh basis instead of a per-block basis.
That is likely left over from the original system. It might change eventually
Does anyone know how to do inheriting and rotating in the newest snapshot?
It appears to not be possible anymore. It seems that you just have to use the other rotation methods, especially rotating the "variants" in the block files.
Looking at that I notice that the inventoryRender3D flag is in the mesh files rather than the block file. That seems like an odd place to me as I'm not sure why you would want to toggle using a sprite vs a model on a per-mesh basis instead of a per-block basis.
That is likely left over from the original system. It might change eventually
Well, it's a feature that doesn't seem to have been worked on much. It doesn't work very well with planes, and it does not force rendering models in 3D in the inventory in most cases.
I have it enabled on ladders, sugarcane, and levers, it has not affected them at ALL. So not all block textures used as "icons" are not used as the inventory "model", and does not replace dedicated item models.
If you try it on grass/flowers it *technically* works, but it renders darker and (seemingly?) at the wrong angle (could just look weird with planes?) HOWEVER, that said, it SEEMS that it might work on cerain things, at least with 3D models (not planes):
It works for (3D) mushrooms perfectly. Maybe it just doesn't like planes.
and your texture pack seems kind of broken at the moment
Fixed! Again, you gotta gimme a few hours, man! I was finishing up my internship, I just got back a couple of hours ago. The pack itself wasn't broken, just some of the models.
"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 do hope they get the 3D model in inventory sorted as most of my model textures are not suitable for use in the inventory and a few of them would be better served by having a sprite icon rather than a model. I think what I'd really like is something like this in the block flile:
To illustrate what I mean about my textures are not suitable for use as item sprites, here is a modified version of one of Glimmar's torches that I used for an initial test of the model system:
Note that torch icon in there is not actually used by the model, I just had it in the image for reference and didn't bother to hide the layer when I exported to PNG.
For the curious, here is how that looked in game:
I'm not going to bother including the actual model file as it's no longer functional. If you want to see it, just go poking in Glimmar's thread where I posted it. It should be somewhere within the last few pages.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Can I use the Mushroom models(Where its like a tiny version of the Giant Mushrooms) in my (PERSONAL USE, not putting out for public download) 3D Resource Pack?
Any idea on how to make cubes be able to rotate for more than 2 axis? It seems like it doesn't allow the player to put more than 1 rotation value (For example, "rotation": [ 45, 0, -45 ]) on an element. Some help would be appreciated.
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"I have Two Thousand mods installed but i want YOU to fix my compatibility problem."
In 14w11a, one of the changes is that "lighting now works with models". Does this mean that you can tell blocks to have a certain amount of light coming from them, like glowstone? If so, could anyone give an example of how to make netherbricks have a light value of 4, just as an example?
Any idea on how to make cubes be able to rotate for more than 2 axis? It seems like it doesn't allow the player to put more than 1 rotation value (For example, "rotation": [ 45, 0, -45 ]) on an element. Some help would be appreciated.
It is impossible with the new model system, the main reason is more than one rotation would be less minecraft style.
Can I use the Mushroom models(Where its like a tiny version of the Giant Mushrooms) in my (PERSONAL USE, not putting out for public download) 3D Resource Pack?
Well yeah, if you edit or use any part of my pack only for personal use (not releasing it anywhere) it's fine. Not like I would even know what you're doing on your own computer.
Any idea on how to make cubes be able to rotate for more than 2 axis? It seems like it doesn't allow the player to put more than 1 rotation value (For example, "rotation": [ 45, 0, -45 ]) on an element. Some help would be appreciated.
It doesn't appear to work. I'd say wait and see if it changes. You also can't rotate cubes by 90 degrees (getting a similar error), and I can't really see why that'd be a restriction.
In 14w11a, one of the changes is that "lighting now works with models". Does this mean that you can tell blocks to have a certain amount of light coming from them, like glowstone? If so, could anyone give an example of how to make netherbricks have a light value of 4, just as an example?
No, that's not what that means at all. That's referencing that how lighting interacts with custom models has been improved, meaning lighting issues (in smooth lighting) like this:
Are lessened in severity. Some (not all) occurances are fixed.
"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
Because ender crystals aren't in "Minecraft's style"?
They are an entity, not a block.
But I think the main reason is enough of those double 45 and 22.5 degree rotations could make a sphere (of sorts, more of a spikey ball), while the ender crystal is limited to exactly three.
No, that's not what that means at all. That's referencing that how lighting interacts with custom models has been improved, meaning lighting issues are lessened in severity. Some (not all) occurances are fixed.
Ah, that sucks. I have been wanting a way of making 'invisible lighting' with a resource pack, without altering the texture of glowstone.
It doesn't appear to work. I'd say wait and see if it changes. You also can't rotate cubes by 90 degrees (getting a similar error), and I can't really see why that'd be a restriction.
Well, I see. Sadly, i will not be able to recreate the old beacon from 12w36a. Another question, is it possible to edit the furnace model? I see the model in the "block" folder and i redirect it to the "furnace_mesh" file i created inside the "meshes" folder, but it doesn't seem to do anything.
Another question, Why is this happening? Looks like there is an inverted cull happening here.
They are an entity, not a block. But I think the main reason is enough of those double 45 and 22.5 degree rotations could make a sphere (of sorts, more of a spikey ball), while the ender crystal is limited to exactly three.
Yeah, but it's not a mob. I'm not saying mobs needs to only turn 90 degrees and snap from the middle of block-to-block, but the ender crystal does not "need" to have all of those rotations. Surely if that "lessened the style" couldn't it just be 2 cubes that rotate only on 1 axis and possible move or change size? Being an entity doesn't change much, that's just a technical difference, just because it needs to be able to heal the enderdragon and explode by arrow or hit.
The "well, someone maybe-kinda-sorta will be able to use this to make a spikey ball" argument is kind of weak IMO. That's like saying that steak knives could be used to commit a crime therefore they should be outlawed. I say if it allows us to make the basic designs we want, that "problem" should be something we can endure, especially seeing as this "spikey ball" would not only be ugly, but also be very intensive because it's made up of dozens of cubes (with 8 verts and 6 faces each). How about they remove the 22.5 rotation instead, is that necessary? I really didn't expect them to draw back on that one.
Looks like there is an inverted cull happening here.-snip-
Your cube is inverted.
See:
"from": [ 0, 7.75, 1 ],
"to": [ 1, 16, 0 ],
Flip those 2 coords around.
Also, not sure about your furnace issue, maybe you're doing the opposite state (burning/not burning) than you thought? Did you refresh the pack? Other than that, I'd need a screenshot or a download to really see what the issue is.
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
Yeah, but it's not a mob. I'm not saying mobs needs to only turn 90 degrees and snap from the middle of block-to-block, but the ender crystal does not "need" to have all of those rotations. Surely if that "lessened the style" couldn't it just be 2 cubes that rotate only on 1 axis and possible move or change size? Being an entity doesn't change much, that's just a technical difference, just because it needs to be able to heal the enderdragon and explode by arrow or hit.
The "well, someone maybe-kinda-sorta will be able to use this to make a spikey ball" argument is kind of weak IMO. That's like saying that steak knives could be used to commit a crime therefore they should be outlawed. I say if it allows us to make the basic designs we want, that "problem" should be something we can endure, especially seeing as this "spikey ball" would not only be ugly, but also be very intensive because it's made up of dozens of cubes (with 8 verts and 6 faces each). How about they remove the 22.5 rotation instead, is that necessary? I really didn't expect them to draw back on that one.
Well, I'm not mojang, and they might have a different reason behind it. And the 22.5 is for torches.
How would one make a model so that ONLY the back faces of a group of the block would render?
Essentially that you could have the back 3-5 faces of a 3x3 cube of a block show, but not the front 1-3.
If you swap the from and to coordinates, the cube will be inverted and do exactly as you've described.
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
Here are the files for the torch to illustrate how it is currently:
---
Looking at that I notice that the inventoryRender3D flag is in the mesh files rather than the block file. That seems like an odd place to me as I'm not sure why you would want to toggle using a sprite vs a model on a per-mesh basis instead of a per-block basis.
That is likely left over from the original system. It might change eventually
It appears to not be possible anymore. It seems that you just have to use the other rotation methods, especially rotating the "variants" in the block files.
Well, it's a feature that doesn't seem to have been worked on much. It doesn't work very well with planes, and it does not force rendering models in 3D in the inventory in most cases.
I have it enabled on ladders, sugarcane, and levers, it has not affected them at ALL. So not all block textures used as "icons" are not used as the inventory "model", and does not replace dedicated item models.
If you try it on grass/flowers it *technically* works, but it renders darker and (seemingly?) at the wrong angle (could just look weird with planes?) HOWEVER, that said, it SEEMS that it might work on cerain things, at least with 3D models (not planes):
It works for (3D) mushrooms perfectly. Maybe it just doesn't like planes.
Fixed! Again, you gotta gimme a few hours, man! I was finishing up my internship, I just got back a couple of hours ago. The pack itself wasn't broken, just some of the models.
"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
To illustrate what I mean about my textures are not suitable for use as item sprites, here is a modified version of one of Glimmar's torches that I used for an initial test of the model system:
Note that torch icon in there is not actually used by the model, I just had it in the image for reference and didn't bother to hide the layer when I exported to PNG.
For the curious, here is how that looked in game:
I'm not going to bother including the actual model file as it's no longer functional. If you want to see it, just go poking in Glimmar's thread where I posted it. It should be somewhere within the last few pages.
hello, check this out!
It is impossible with the new model system, the main reason is more than one rotation would be less minecraft style.
Well yeah, if you edit or use any part of my pack only for personal use (not releasing it anywhere) it's fine. Not like I would even know what you're doing on your own computer.
It doesn't appear to work. I'd say wait and see if it changes. You also can't rotate cubes by 90 degrees (getting a similar error), and I can't really see why that'd be a restriction.
No, that's not what that means at all. That's referencing that how lighting interacts with custom models has been improved, meaning lighting issues (in smooth lighting) like this:
Are lessened in severity. Some (not all) occurances are fixed.
Because ender crystals aren't in "Minecraft's style"?
"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
They are an entity, not a block.
But I think the main reason is enough of those double 45 and 22.5 degree rotations could make a sphere (of sorts, more of a spikey ball), while the ender crystal is limited to exactly three.
Ah, that sucks. I have been wanting a way of making 'invisible lighting' with a resource pack, without altering the texture of glowstone.
Well, I see. Sadly, i will not be able to recreate the old beacon from 12w36a. Another question, is it possible to edit the furnace model? I see the model in the "block" folder and i redirect it to the "furnace_mesh" file i created inside the "meshes" folder, but it doesn't seem to do anything.
Another question, Why is this happening? Looks like there is an inverted cull happening here.
This is the code:
Tried setting cull to true, nothing. Tried changing tint to false, nothing. Tried setting the textureFacing value to the respective side, nothing.
Yeah, but it's not a mob. I'm not saying mobs needs to only turn 90 degrees and snap from the middle of block-to-block, but the ender crystal does not "need" to have all of those rotations. Surely if that "lessened the style" couldn't it just be 2 cubes that rotate only on 1 axis and possible move or change size? Being an entity doesn't change much, that's just a technical difference, just because it needs to be able to heal the enderdragon and explode by arrow or hit.
The "well, someone maybe-kinda-sorta will be able to use this to make a spikey ball" argument is kind of weak IMO. That's like saying that steak knives could be used to commit a crime therefore they should be outlawed. I say if it allows us to make the basic designs we want, that "problem" should be something we can endure, especially seeing as this "spikey ball" would not only be ugly, but also be very intensive because it's made up of dozens of cubes (with 8 verts and 6 faces each). How about they remove the 22.5 rotation instead, is that necessary? I really didn't expect them to draw back on that one.
Yeah, been using it for over 2 years now. I got GIMP, Minecraft, and also pretty much everything else I need.
You could always made torches invisible, or just make them more out-of-the-way.
Your cube is inverted.
See:
"from": [ 0, 7.75, 1 ],
"to": [ 1, 16, 0 ],
Flip those 2 coords around.
Also, not sure about your furnace issue, maybe you're doing the opposite state (burning/not burning) than you thought? Did you refresh the pack? Other than that, I'd need a screenshot or a download to really see what the issue is.
"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
Well, I'm not mojang, and they might have a different reason behind it. And the 22.5 is for torches.
Essentially that you could have the back 3-5 faces of a 3x3 cube of a block show, but not the front 1-3.
If you swap the from and to coordinates, the cube will be inverted and do exactly as you've described.
"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