Something to note here, the way you've currently done it (with a cube only using 2 of the faces) is probably the best way to do it. I think (I'm sorry, I don't remember where, I read both on Mojangsters' twitter and reddit pages) that one of the devs said that planes will be dropped entirely because you can just as easily make cubes with 1/2 faces.
I did not know about that! I'll switch it back, then, I'm more for upwards compatibility than it being simpler/faster currently. =P
Me, I prefer doing a run-and-gun and just making a model based on images. The "run-and-gun" method is especially easy now that models refresh with the other resources, as you can do quick edits and see if it works, just like you can with textures.
I think my big issue is I am what is classed as a Visual-spatial learner.
a.k.a Visual-spatial learners remember what they see, but forget what they hear/read.
If I can SEE it, I can pick up on it really quickly. It's like when I went to collage for graphic design and got my first taste if 3DSmax, I could -see- how I was manipulating all the little vertex's. I picked up the program rather fast. I mean I made this during the first week of class when they were making us get the feel by screwing around with a sphere.
But throw me into text and sorting out coords I just cant visualize it so I flounder. Why I failed when I tried to get into game programing...
So yeah, trying to do these models for me with out being able to directly see what I am doing is a struggle. It's frustrating and why I am hoping someone comes up with a tool much like that 'model maker for mods' that will generate the coding for you and let you freely see what you're doing.
It's also why in the middle of trying to make my ladders I had to keep looking back at the instructions to 'remember' what went to where. The info just don't 'stick'.
A tool much like that 'model maker for mods' that will generate the coding for you and let you freely see what you're doing.
Someone will probably make it after the modelling format is completely stabilised--if they make it sooner rather than later they'll end up having to rewrite things, most likely.
I'll admit that this is really hard to do without that currently, tho.
Here are some of my personal tips:
Keep the f3 menu open, this gives you some nice info.
Stand so that your cursor vertices are facing the correct way:
The corner that it's pointing to (the one furthest from the camera) is ( 0, 0, 0 )
(x is red, y is green, blue is z)
The f3 screen will also give you which cardinal direction you're currently facing--sides of unrotated cuboids are labelled the same way.
The easiest way to make a new cube is to simply copy an old cube.
y in minecraft starts at 0 going up, while y in the images starts at 0 going down.
I finally found what I was talking about with planes being removed in the future:
Quote from Mog »
Also, the model format is definitely going to be changing more in the next month or two, but it won't be quite as radical as the initial change of formats, and someone should be able to knock together a program to bulk-convert models within a few hours. Notable future changes to the format include: - Cull facing rather than cull boolean. Would have been useful when making 3D bricks. - Texture references from the models themselves, so you're not limited to the textures that are hard-coded in the blocks. - No more planes, just cuboid shapes, now that face data being optional makes planes redundant. If you want to make a plane, just define a cuboid and omit all of the face data except for one.
"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
Sadly I know I wasted my time on doing that AFTER it was finished, sense apparently redstone torches use the same model. *sob*
I hope they change that.
They DID change that!
Torches and redstone use the same model by default, but this can be changed.
In the block folder, look for redstone_torch.json, put this in your pack, change the models from "torch" and "torch_wall" to different models for your redstone torch. Alternatively, you can rename your normal torch mesh (possibly to torch_lamp and torch_lamp_wall ?), and then change the block file or regular torches (but not redstone torches) to use this mesh for the variants.
"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
Torches and redstone use the same model by default, but this can be changed.
In the block folder, look for redstone_torch.json, put this in your pack, change the models from "torch" and "torch_wall" to different models for your redstone torch. Alternatively, you can rename your normal torch mesh (possibly to torch_lamp and torch_lamp_wall ?), and then change the block file or regular torches (but not redstone torches) to use this mesh for the variants.
....omg really?! Because after spending a few days trying to change my torch to that by hand only to then place down a redstone torch and bash my head in... yay!
By the way... what 'direction' should I focus on for the 'wall attached'' version?
By the way... what 'direction' should I focus on for the 'wall attached'' version?
However you want, honestly.
I generally prefer X-Y as Width-height and then Z as depth, which is a front-facing view. This means that If I model based on a vertically used texture, I do that, and it will usually be the "south" model if depth (z) starts at 0. Sometimes this ends up with different results because oddly, Mojang hasn't really made a "unified" way how directions are determined. For instance torches for the wall_s variant seem to be placed when you are facing east. That may be a bug. It's also tricky with things like panes and stuff like that. But generally I just fix it later in the block file if things are rotated, there are too many inconsistencies everywhere, I'd rather just circumvent them as easily as possible rather than trying to conform.
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
All the bugs with inventory shading (anvils, end portal frames, beacons) are caused by the fact that the shading is taken from the "textureFacing" argument
There are two model meshes for diagonal rails so that the rails line up with their straight counterparts
The cactus is the only "plane" model that uses the "shade" argument
Rails and beds have AO on in the snapshot, but not in 1.7.5
Interblock culling is not rotated with the model; AO is
"rescaleRotation" can be used with cubes as well as planes
The "rotation" list argument can specify negative values, the others cannot
"rescaleRotation" rescales a cube's height as well as its length
You can specify UV coords with a height or width of zero
edit: and more:
The bottom face of a block is flipped in the north-south direction
Textures cannot be flipped verticallly
UV coords can be negative or above 16, in which case the model will go outside of a one-block space
Hay and wood have separate mesh files
"tallgrass:0" is specified in the block files, despite having a missing texture
Under the current system, there can only be 6 unique textures for a given block
The jukebox has two variants, but only one is specified, and applied to both
Cocoa models use both cubes and planes, the only other block to do so is the cauldron
A torch is not a cube, but six planes
The bed's texture image is in an incorrect orientation
AO will not apply to end portal frames
Portals, monster spawners, and stairs do not have models
Stained glass can be changed by metadata, stained glass panes cannot
All the bugs with inventory shading (anvils, end portal frames, beacons) are caused by the fact that the shading is taken from the "textureFacing" argument
There are two model meshes for diagonal rails so that the rails line up with their straight counterparts
The cactus is the only "plane" model that uses the "shade" argument
Rails and beds have AO on in the snapshot, but not in 1.7.5
Interblock culling is not rotated with the model; AO is
"rescaleRotation" can be used with cubes as well as planes
The "rotation" list argument can specify negative values, the others can't
"rescaleRotation" rescales a cube's height as well as its length
You can specify UV coords with a height or width of zero
is there any way to make for example spruce logs have one type of model and birch logs have a different one?
Sadly, not really yet.... you can give Acacia and Dark Oak a different model from the other wood, but that's really as far as it currently goes.
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
Okay... how do you make a door? I in no way can sort that out.. all I get is like, a single block sized looped twice and some horred looking stuff that was to horrid to keep for the safty of my eyes and sanity.
Okay... how do you make a door? I in no way can sort that out.. all I get is like, a single block sized looped twice and some horred looking stuff that was to horrid to keep for the safty of my eyes and sanity.
It's separated by top and bottom. I had the same issue you're having now, only there was no way to use a different model per-half. I made a bug report, and Grum actually fixed it! :3
First thing you need to do is make the top/bottom variants use a different model. If you're planning on having a different wood/iron door, feel free to take the wood and iron block files from my pack, and then make your own mesh files.
Then you just make your mesh file how it should be. Instead of trying to make a 32 high single door, you make it as you would a regular model. Also, something I found out, you need to flip the X values of the UV map on the back face so it is correct.
Also, turn off AO to fix the shading issues. Before Mog attempted to fix this, AO for most stuff was locked in, now it can be changed to fix all (?) world-model lighting issues without turning smooth lighting off. I'm hopefully going to release an update to my pack today with the issues I've fixed.
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
I'll wait for your fix and then take a peek at how you did it. I'm getting a better idea on how to do these models.. it's still hard and most the time thing's don't turn out at all how I thought they would. My redstone torch is currently a random mess >.>;;;
I'll wait for your fix and then take a peek at how you did it. I'm getting a better idea on how to do these models.. it's still hard and most the time thing's don't turn out at all how I thought they would. My redstone torch is currently a random mess >.>;;;
Wait, did you do what I said with changing the mesh name and block file? Or did you try to do a custom redstone torch, too?
Also, updated with the fixes, sorry to keep you waiting.
Warning! Custom bed model made, Approaching peach insanity!
(I know the UVs on this is wrong in a few places..... but.... arg, just confusing. I would actually kind of like it if someone made a tool JUST for UV maps and making sure they're correct. This will be easier, though, when we can specify textures.....)
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
Yes I changed the mesh and block file. It now uses it's own mesh and the block calls that mesh. Same with the torch side.. I just... badly effed it up... the torch is a jumbled mess that needs a re-do.
I did not know about that! I'll switch it back, then, I'm more for upwards compatibility than it being simpler/faster currently. =P
Tends to be the case with most things in life! Revel in the fact that at least there are a few people who appreciate what you're doing. =)
Me, I prefer doing a run-and-gun and just making a model based on images. The "run-and-gun" method is especially easy now that models refresh with the other resources, as you can do quick edits and see if it works, just like you can with textures.
Same. =D
a.k.a
Visual-spatial learners remember what they see, but forget what they hear/read.
If I can SEE it, I can pick up on it really quickly. It's like when I went to collage for graphic design and got my first taste if 3DSmax, I could -see- how I was manipulating all the little vertex's. I picked up the program rather fast. I mean I made this during the first week of class when they were making us get the feel by screwing around with a sphere.
But throw me into text and sorting out coords I just cant visualize it so I flounder. Why I failed when I tried to get into game programing...
So yeah, trying to do these models for me with out being able to directly see what I am doing is a struggle. It's frustrating and why I am hoping someone comes up with a tool much like that 'model maker for mods' that will generate the coding for you and let you freely see what you're doing.
It's also why in the middle of trying to make my ladders I had to keep looking back at the instructions to 'remember' what went to where. The info just don't 'stick'.
Someone will probably make it after the modelling format is completely stabilised--if they make it sooner rather than later they'll end up having to rewrite things, most likely.
I'll admit that this is really hard to do without that currently, tho.
Here are some of my personal tips:
The corner that it's pointing to (the one furthest from the camera) is ( 0, 0, 0 )
(x is red, y is green, blue is z)
Hope this helps if you attempt it by hand more!
I finally found what I was talking about with planes being removed in the future:
-source
"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
But ugh... I'd have hoped theyd really settle down with the model changes.
That said...
after about a week trying...
*hand and mind go dead*
Sadly I know I wasted my time on doing that AFTER it was finished, sense apparently redstone torches use the same model. *sob*
I hope they change that.
They DID change that!
Torches and redstone use the same model by default, but this can be changed.
In the block folder, look for redstone_torch.json, put this in your pack, change the models from "torch" and "torch_wall" to different models for your redstone torch. Alternatively, you can rename your normal torch mesh (possibly to torch_lamp and torch_lamp_wall ?), and then change the block file or regular torches (but not redstone torches) to use this mesh for the variants.
"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
Okay, I might want to do a bit of converting (and suggest a format for the face selecting).
I've been wanting to do the face selecting thing for years, and it is the almost the only MCPatcher feature I used in my pack.
....omg really?! Because after spending a few days trying to change my torch to that by hand only to then place down a redstone torch and bash my head in... yay!
By the way... what 'direction' should I focus on for the 'wall attached'' version?
However you want, honestly.
I generally prefer X-Y as Width-height and then Z as depth, which is a front-facing view. This means that If I model based on a vertically used texture, I do that, and it will usually be the "south" model if depth (z) starts at 0. Sometimes this ends up with different results because oddly, Mojang hasn't really made a "unified" way how directions are determined. For instance torches for the wall_s variant seem to be placed when you are facing east. That may be a bug. It's also tricky with things like panes and stuff like that. But generally I just fix it later in the block file if things are rotated, there are too many inconsistencies everywhere, I'd rather just circumvent them as easily as possible rather than trying to conform.
"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
Putting the CENDENT back in transcendent!
What do you mean by AO, is that the textures?
hello, check this out!
What do you mean by AO, is that the textures?
Ambient Occlusion..... the smooth shading that makes things look more realistic.
Sadly, not really yet.... you can give Acacia and Dark Oak a different model from the other wood, but that's really as far as it currently goes.
"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
It's separated by top and bottom. I had the same issue you're having now, only there was no way to use a different model per-half. I made a bug report, and Grum actually fixed it! :3
First thing you need to do is make the top/bottom variants use a different model. If you're planning on having a different wood/iron door, feel free to take the wood and iron block files from my pack, and then make your own mesh files.
Then you just make your mesh file how it should be. Instead of trying to make a 32 high single door, you make it as you would a regular model. Also, something I found out, you need to flip the X values of the UV map on the back face so it is correct.
Also, turn off AO to fix the shading issues. Before Mog attempted to fix this, AO for most stuff was locked in, now it can be changed to fix all (?) world-model lighting issues without turning smooth lighting off. I'm hopefully going to release an update to my pack today with the issues I've 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
Wait, did you do what I said with changing the mesh name and block file? Or did you try to do a custom redstone torch, too?
Also, updated with the fixes, sorry to keep you waiting.
Warning! Custom bed model made, Approaching peach insanity!
(I know the UVs on this is wrong in a few places..... but.... arg, just confusing. I would actually kind of like it if someone made a tool JUST for UV maps and making sure they're correct. This will be easier, though, when we can specify textures.....)
"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
Gona peek at how you did the doors, AND beds....