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  • 0

    posted a message on 3D Custom Items

    For a 3D model you need a .json file. This file can be anywhere, but needs to be referenced in the properties folder. For example, if you write "master_sword.json" it uses the model "master_sword.json" in the same folder. If you specify a full path, the model can be anywhere in your resource pack, for example in "assets/minecraft/models/item", which is the place where normal models that don't require Optifine go.

    Posted in: Resource Pack Help
  • 2

    posted a message on Please help with this (hopefully simple?) request
    1. Download http://gimp.org/
    2. Select the hunger bar icons
    3. Press 'Delete'
    4. Save
    Posted in: Resource Pack Help
  • 3

    posted a message on Sound JSON - Multiple Sounds
    Quote from majesticmadman»

    Hi,

    Is it possible within a sound json, to have multiple sounds to one name. So that when the playsound command is used it picks a sound randomly from that list??


    Yes, that's totally possible.

    {
        "bird":{
        	"sounds":[
                {"name":"nature/bird1"},
                {"name":"nature/bird2"},
                {"name":"nature/bird3"}
        	]
        }
    }
    Posted in: Resource Pack Help
  • 0

    posted a message on Blockbench models in MCreator not working

    There is no Blockmodel


    Use the option "Save As"
    Quote from csb987»

    It's 3 options up from the one that you presumably clicked to do an export to OBJ:



    There's also a tutorial and an FAQ on the website.


    You should update your blockbench version. Go to the "File" menu and click "Updates..."
    Posted in: Mods Discussion
  • 1

    posted a message on Chest Texture Glitch?

    That's an old bug in Minecraft that's marked as won't fix. It also happens in the default texture pack, you just can't see it because both sides are black.

    https://bugs.mojang.com/browse/MC-1559


    You can either go that way and make both sides the same texture or you can make one side invisible. And you can remodel the chest with optifine, but that only works for people with optifine installed.

    Posted in: Resource Pack Help
  • 0

    posted a message on How can I change the resolution of a 16x texture to 32x without just making it blurry?

    You can just keep the old 16x16 texture usually.

    If you don't want to do that for whatever reason, you can change the interpolation mode. How to do that depends on your image editing program.

    Posted in: Resource Pack Help
  • 0

    posted a message on I NEED SOME MODELS MADE

    If you have a budget you can hire a modeler. If not, look for models on https://blockmodels.com or http://vanillaburp.com/community or make your own models with Blockbench: http://blockbench.net

    Posted in: Resource Pack Help
  • 0

    posted a message on enemy detection

    To detect if they are holding a sword you can use

    /scoreboard players tag @a add holds_sword {SelectedItem:{id:"minecraft:diamond_sword"}}

    To detect from which towny town they are you'd have to look in the towny documentation, but I assume that's not possible with commands.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Blockbench - A free, modern block model editor!
    Quote from SilentAngel»

    Ahmm.. Hello i knew this is thread that year ago. But can i ask a favor? Can you please make that Application that Compatible to Windows 7 32bit? Because when i always run the installer/setup. It's always say : Windows 7 64bit Required !!.. Please? I Think this application is very amazing !! Thanks.



    There is now a 32 bit version of Blockbench.

    Posted in: Minecraft Tools
  • 0

    posted a message on Adding custom nbt tags to existing item
    Quote from MiniNinjaMMG»

    This page is really helpful but I was wondering if there was a way to add NBT tags when there is already one, for example:


    a diamond sword has a lore of: LifeSteal V

    is it possible to add a tag so after it will have a lore of: LifeSteal V, Crushing V. Instead of just rewriting the whole thing?


    Sorry that it's so complicated but I'm trying to add custom enchantment runes and I want you to add extra enchants without clearing the others, thanks in advance :D


    That's not possible with Lore unfortunately. You would have to have a command for each possible combination.
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Commands in commandblock in commandblock?

    Basically you add one backslash per quotation mark and one backslash per backslash, each level.

    Lets start from the inside. First, escape all quotation marks in the tellraw command. Just add one backslash in front of each quotation mark.

    [{id:falling_block,Block:command_block,Time:1,TileEntityData:
    {Command:"/setblock ~2 ~-17 ~-1 command_block 0 replace {Command:"tellraw @a[r=8,score_PVPZone=0] [\"\",{\"text\":\"WARNING!!!!\",\"color\":\"red\"},{\"text\":\" You are now in the PVPZone!\"}]"},Passengers:

    Then you do the next level. That is the two quotation marks surrounding the tellraw command. But now you have to add a layer of escaping to the tellraw command. First, add a backslash to each quotation mark, then add one to each already existing backslash. You will end up with three backslashes per quotation mark.

    [{id:falling_block,Block:command_block,Time:1,TileEntityData:
    {Command:"/setblock ~2 ~-17 ~-1 command_block 0 replace {Command:\"tellraw @a[r=8,score_PVPZone=0] [\\\"\\\",{\\\"text\\\":\\\"WARNING!!!!\\\",\\\"color\\\":\\\"red\\\"},{\\\"text\\\":\\\" You are now in the PVPZone!\\\"}]\"},Passengers:

    Now do the same for the quotes around the setblock command. You will end up with three backslashes outside the tellraw command and 7 backslashes in the tellraw command block.

    I recommend to use a program to do this. Just google "json escape tool". Keep in mind that you convert one command at a time there.

    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on Commands in commandblock in commandblock?

    You have to escape your quotation marks. For example. if you write

    Command:"/setblock [...] {Command:"effect

    it will this that the command is "/setblock [...] {Command:" because that is inside the quotation marks. To fix this, add a backslash in front of the inner quotation marks, like this


    [{id:falling_block,Block:command_block,Time:1,TileEntityData:
    {Command:"/setblock ~2 ~1 ~2 minecraft:command_block 0 replace {Command:\"effect @a[r=15,score_spawn=1] minecraft:mining_fatigue 0 0\"}"},Passengers:
    Posted in: Commands, Command Blocks and Functions
  • 1

    posted a message on A bucket, that doesn't pour out water?

    You can set the player to adventure mode (or use another item and retexture it as a bucket). Then fake pouring it into the cauldron with command blocks, like this: https://goo.gl/XtnjLH

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on [HELP] i cant make this ground crafting work properly

    If you are testing for NBT, you need to use it strictly. That means you have to use

    id:"minecraft:dye" instead of id:dye

    Damage:1s instead of Damage:1

    Count:5b instead of Count:5

    etc...


    See https://minecraft.gamepedia.com/Chunk_format#Items_and_XPOrbs for more info on NBT tags.

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Help with entity tile data

    Block type is saved in block, direction and conditional is saved in Data and activation is saved as auto in the TileEntityData compound.

    {Block:"minecraft:chain_command_block",Data:5b,TileEntityData:{auto:1b}}
    Posted in: Commands, Command Blocks and Functions
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