Since the new snapshot just bollixed the model format, these are the new updated arguments:
These are the existing model arguments as of 14w25b. Note that these may change with future snapshots.
Files in /blockstates contain these lines:
"model": "string", name of model mesh file the variant will use
"x": int, rotation of model around the x-axis in degrees. Valid rotations are: 0, 90, 180, 270
"y": int, rotation of model around the y-axis in degrees. Valid rotations are: 0, 90, 180, 270
"uvlock": true/false, prevents UV mappings from rotating with the model
Files in /models/block define models and contain these lines
In ROOT:
"ambientocclusion": true/false, enables AO
"textures": {object}, defines listed textures
"parent": "string", full path of parent model file relative to /assets/minecraft/models. Used in place of elements
"elements": [array], list of cubes in the model. Used in place of parent
In TEXTURES:
"particle": "string", texture used for the breaking particles
"texture": "string", defines a texture relative to /assets/minecraft/textures. "texture" is replaced with a variable listed in the face data
In ELEMENTS:
"from": [array], lowest vertex, in float values [x,y,z]
"to": [array], highest vertex, in float values [x,y,z]
"rotation": {object}, defines element rotation
"shade": true/false, enables shading on the cube. Not to be confused with AO
"faces": {object}, the six faces of the cube
In ROTATION:
"origin": [array], rotation origin, in float values [x,y,z]
"axis": "string", axis of rotation. Valid axis are x, y, z
"rotation": f, rotation in degrees. Valid rotations are: -45, -22.5, 0, 22.5, 45
"rescale": true/false, rescales the element to a cube
In FACES:
"down": {object}, a face. "down" can be replaced with: up, north, south, east, west
In DOWN, UP, NORTH, SOUTH, EAST, WEST:
"uv": [array], texture coordinates, given in float values [x1, y1, x2, y2]
"texture": "string", the texture used. Valid textures are variables starting with "#"
"rotation": int, the texture rotation. Valid rotations are: 0, 90, 180, 270
"cullface": "string", determines when a face is culled. Valid faces are: down, up, north, south, east, west. Face will not cull if omitted
"tintindex": int, enables biome shading, if applicable. Valid indices are: 0. Shading will not be applied if omitted
Note that random offset is no longer accessible through model files.
I'm fully aware. I've just been busy with using the model format with my pack that I haven't had time to update this yet.
I've already updated my models, and have been porting over MCpatcher features, as well as this stuff:
~Image Snip 1~
~Image Snip 2~
Stuff in the inventory and 3D rocket. And yes, it is 3D when it flies!
Hopefully I'll get around to updating it in the next week. There's a lot I need to cover.
Things I have to stay to respond:
1) Hope updating your models for your pack goes good.
2) Entities (that use their item's texture) are 3D too!!! *Mind Blown* I'm going to play around with this!!!
3) If you update this guide to also include item models too, tell me (via either PM or by quoting this comment) & I will update the "The All-Inclusive UPDATED Guide to Texturing" page too.
If you update this guide to also include item models too, tell me (via either PM or by quoting this comment) & I will update the "The All-Inclusive UPDATED Guide to Texturing" page too.
Still a great guide overall. Really useful!
You know it! This guide will cover all custom models that are can be customized (I'll change the title, too). It's basically the same thing. I'll try to cover not only giving certain blocks their models (cauldron, hopper, brewing stand) using the original as a "parent" model, but I might give a download for this. Plus I'll add the stuff that I've posted that I've found out trying different things.
If by "item models" you mean specifically like making models for tools, I haven't done that yet, but I do want to do that before I update this, so I have the "full perspective".
I might do a quick writeup on converting models from 14w11-->14w25 though.
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
You know it! This guide will cover all custom models that are can be customized (I'll change the title, too). It's basically the same thing. I'll try to cover not only giving certain blocks their models (cauldron, hopper, brewing stand) using the original as a "parent" model, but I might give a download for this. Plus I'll add the stuff that I've posted that I've found out trying different things.
If by "item models" you mean specifically like making models for tools, I haven't done that yet, but I do want to do that before I update this, so I have the "full perspective".
I might do a quick writeup on converting models from 14w11-->14w25 though.
Ok, great!
I did mean "item models" as in making a custom model for tools, or basically like what your did with the firework rocket.
I can't wait to see what you have experimented with.
Is there a means to replace entity models via texture packs, too?
Like wolves and chickens and such.
Want to know if there's a way to get around half pixels at half resolution without just putting the 3px wide or tall "pixel" somewhere inconspicuous, or having part of the model untextured.
Chicken model clashes the most at half resolution.. Want to edit it (amoung others) to fit the lower fidelity grid of half resolution textures.
Is there a means to replace entity models via texture packs, too?
No, there is no such method just yet. Perhaps someday... but doing so would be ridiculously complex so I feel that it'll be a LONG time before Mojang would want to take this on.
Edit: Actually, another question! Does anyone know what the "attached suspended" models for the tripwire hook are used for?
Dubs Edts: Or the unattached powered model, for that matter.
No, there is no such method just yet. Perhaps someday... but doing so would be ridiculously complex so I feel that it'll be a LONG time before Mojang would want to take this on.
Not that complex really, minecraft is blissfully simplistic in it's animations. Just need a way to define groups of blocks in a model along with pivot points for those groups. Then another set of files to define the animations via keyframes that describe the rotation/position of each group for each key part of the animation. Then it's just a matter of having the game interpolate between the current rotation of the group and the goal rotation for the frame it's on. (Once the goal is hit for all the groups in the frame, the animation is advanced to the next frame)
Only other bit I can think of is a flag to tell the game what group(s) are heads so that it can make it point whatever way the critter is facing.
Rollback Post to RevisionRollBack
Tis far better to be a witty fool than a foolish wit.
Does anyone know why the fence textures, for the most part, take care of themselves in terms of UV mapping, but not in every instance? One facing of the wooden fence, and some forms of the nether fence have scaled textures when others all the others the wood mapped over it smoothly.
Does anyone know why the fence textures, for the most part, take care of themselves in terms of UV mapping, but not in every instance? One facing of the wooden fence, and some forms of the nether fence have scaled textures when others all the others the wood mapped over it smoothly.
Ex.
That is a bug with rotation of models, where an incorrect UV is corrected upon rotation.
If I could pinpoint the exact cause/effects, I would report it.
The best fix I found was to fine tune the UVs on my fence, making sure they are all correct
Still not around to updating this yet, however I did add a conversion guide.
I was trying to make 3D tools (specifically a sword) but the rotation was wrong so I scrapped it. In 14w26c (most recent snapshot) they added the ability to change rotation in gui/hand. Now I have to remake it, haha. If I can get 3D tools how I like, that should be most of what I want for another update (besides more saplings and texture stuff), I will try to update this guide fully.
That is a bug with rotation of models, where an incorrect UV is corrected upon rotation.
If I could pinpoint the exact cause/effects, I would report it.
The best fix I found was to fine tune the UVs on my fence, making sure they are all correct
Is it an issue with UV lock? It's probably an issue with UV lock.
Actually, I didn't see it at first, but there are a few small pieces on their nether brick fence that just looks like it has incorrect UVs. Possibly just on the nsew model and some other ones on sides? Unless they ARE using projection, in which case it couldn't be a UV issue, and is definitely a UV lock issue.
But for UV lock, every time I try it, it fixes 1 issue and causes another. I tried it on iron bars, which for some reason were projecting improperly (one side was right, the opposite was offset/backwards), and that fixed the side but broke the top. Sometimes it would cause a face to have 2 tiny strips of pixels for no apparent reason.
I wish that we'd get an option (per-face!) that will project (if projection is being used) AFTER rotation, meaning you get perfect projection on rotated models (like stairs, block tops, etc.) without multiple UVs, textures, or models.
Projection currently is basically just doing UVs for you, meaning that when you rotate it the texture stays the same. This is just fine, sometimes may be wanted, but not the full potential of projection. "dynamic" projection would basically be the same thing as having all variants using this model evaluating projection (for that face) AFTER being rotated. This would allow for full control on how it was used rather than UV lock which is hit-and-miss.
As always, feel free to reddit/tweet/whatever this idea if you want. Grum was the one who added projection so likely he'd be the one to talk to.
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
Anyone know if there's a means to enable leaf-like transparency for blocks that don't have it?
I wanted to make ores that sink in a pixel but don't want to model rectangles around gaps like the cauldron model.
Thought maybe I could make a double sized texture for ores, with one version with the ores cut out in one corner, and a regular one in the other and then the outer face would have the cut-out version on it and the inner block would have the regular one and then I could just model little inner walls for the holes.
Will I have to do like the cauldron, or is there a way to make the original conception work?
Anyone know if there's a means to enable leaf-like transparency for blocks that don't have it?
I wanted to make ores that sink in a pixel but don't want to model rectangles around gaps like the cauldron model.
Thought maybe I could make a double sized texture for ores, with one version with the ores cut out in one corner, and a regular one in the other and then the outer face would have the cut-out version on it and the inner block would have the regular one and then I could just model little inner walls for the holes.
Will I have to do like the cauldron, or is there a way to make the original conception work?
I don't think there is a way. The coloring in of empty spaces was Mojang's "fix" for xray packs (then they released block models, completely ruining that...)
Note that this is a model file, but the "display" config changes any item that inherits it. Note that in this case it means torches that use the torch mesh in inventory.
Anyone know if there's a means to enable leaf-like transparency for blocks that don't have it? I wanted to make ores that sink in a pixel but don't want to model rectangles around gaps like the cauldron model. Thought maybe I could make a double sized texture for ores, with one version with the ores cut out in one corner, and a regular one in the other and then the outer face would have the cut-out version on it and the inner block would have the regular one and then I could just model little inner walls for the holes. Will I have to do like the cauldron, or is there a way to make the original conception work?
As Knightminer said, no. If it doesn't work, then it can't work. It would be quite handy in simplifying models as you say, but full blocks don't support it.
Non-opaque blocks, however, take no issue. So cauldron as you ask can be made this way, as default is made. It also can be used on things like doors/trapdoors, iron bars, and other non-full blocks. A good way of determining it is non-full blocks will often leave/have a visible face of the blocks it touches. Bed, slime blocks, torches, mob spawner, are other good examples.
For those that it works, you can make a torus or indent with 2 elements, one of them being an box with the outer dimensions and a texture with the middle missing, and an inverted box with the inner dimensions (with the un-needed faces removed). I wanted to make my noteblock have an indented speaker mesh, but I'm sure it wouldn't work and doubt they wouldn't attempt to break the ability to make models in some ways that enable x-ray stuff (even if it isn't being used for that)
I guess this won't be possible with solid blocks for a while. This wouldn't be so much of an issue if they stopped caves and other lower chunks from rendering/being loaded despite players not being able to quickly access them, or if they found a way to do true vision-based culling (in other words, you shouldn't be able to see this, so you can't) to not render structures or even just to render culled faces if they are actually viewed (or possibly a placeholder, or maybe a render pass that renders everything behind it invisible).
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
Sorry about the double post, but I discovered some info on the display models
Items by default are rendered in isometric, which puts faces at 30 degree angles to the x and z axis. Displaying a flat face requires a rotation of 60 degrees
Items are centered in the inventory be default
Items in the inventory are at 5/8 scale
Axis are isometric, even if the model is rotated
0,0,0 is the lower right corner of the item for the inventory, but at the lower left corner for first person
Here are some quick diagrams of the axis. They intersect at the origin (excepting first person) and point toward positive infinity.
Working on a lilac/syringa model.
Any precautions or unexpected behavior about double blocks that I should be taking before I get too far into it?
All progress on the bottom block so far, haven't touched the top, yet.
Note that random offset is no longer accessible through model files.
Putting the CENDENT back in transcendent!
Things I have to stay to respond:
1) Hope updating your models for your pack goes good.
2) Entities (that use their item's texture) are 3D too!!! *Mind Blown* I'm going to play around with this!!!
3) If you update this guide to also include item models too, tell me (via either PM or by quoting this comment) & I will update the "The All-Inclusive UPDATED Guide to Texturing" page too.
Still a great guide overall. Really useful!
You know it! This guide will cover all custom models that are can be customized (I'll change the title, too). It's basically the same thing. I'll try to cover not only giving certain blocks their models (cauldron, hopper, brewing stand) using the original as a "parent" model, but I might give a download for this. Plus I'll add the stuff that I've posted that I've found out trying different things.
If by "item models" you mean specifically like making models for tools, I haven't done that yet, but I do want to do that before I update this, so I have the "full perspective".
I might do a quick writeup on converting models from 14w11-->14w25 though.
"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
Ok, great!
I did mean "item models" as in making a custom model for tools, or basically like what your did with the firework rocket.
I can't wait to see what you have experimented with.
This totally breaks having fake blocks you can go through. ;.;.;;;;;;;;;;;;; The entire concept for the adventure map I was working on is DEEEEEEEAD
That wouldn't work right anyways, because the lighting on the blocks would be off.
What you can do though, is just re-model things you can already walk through into regular looking blocks.
Like wolves and chickens and such.
Want to know if there's a way to get around half pixels at half resolution without just putting the 3px wide or tall "pixel" somewhere inconspicuous, or having part of the model untextured.
Chicken model clashes the most at half resolution.. Want to edit it (amoung others) to fit the lower fidelity grid of half resolution textures.
Edit: Actually, another question! Does anyone know what the "attached suspended" models for the tripwire hook are used for?
Dubs Edts: Or the unattached powered model, for that matter.
Only other bit I can think of is a flag to tell the game what group(s) are heads so that it can make it point whatever way the critter is facing.
Ex.
That is a bug with rotation of models, where an incorrect UV is corrected upon rotation.
If I could pinpoint the exact cause/effects, I would report it.
The best fix I found was to fine tune the UVs on my fence, making sure they are all correct
I was trying to make 3D tools (specifically a sword) but the rotation was wrong so I scrapped it. In 14w26c (most recent snapshot) they added the ability to change rotation in gui/hand. Now I have to remake it, haha. If I can get 3D tools how I like, that should be most of what I want for another update (besides more saplings and texture stuff), I will try to update this guide fully.
Is it an issue with UV lock? It's probably an issue with UV lock.
Actually, I didn't see it at first, but there are a few small pieces on their nether brick fence that just looks like it has incorrect UVs. Possibly just on the nsew model and some other ones on sides? Unless they ARE using projection, in which case it couldn't be a UV issue, and is definitely a UV lock issue.
But for UV lock, every time I try it, it fixes 1 issue and causes another. I tried it on iron bars, which for some reason were projecting improperly (one side was right, the opposite was offset/backwards), and that fixed the side but broke the top. Sometimes it would cause a face to have 2 tiny strips of pixels for no apparent reason.
I wish that we'd get an option (per-face!) that will project (if projection is being used) AFTER rotation, meaning you get perfect projection on rotated models (like stairs, block tops, etc.) without multiple UVs, textures, or models.
Example:
Projection currently is basically just doing UVs for you, meaning that when you rotate it the texture stays the same. This is just fine, sometimes may be wanted, but not the full potential of projection. "dynamic" projection would basically be the same thing as having all variants using this model evaluating projection (for that face) AFTER being rotated. This would allow for full control on how it was used rather than UV lock which is hit-and-miss.
As always, feel free to reddit/tweet/whatever this idea if you want. Grum was the one who added projection so likely he'd be the one to talk to.
"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 have found no evidence of this in the vanilla model files. The wiki mentions it, but with no explanation or source.
Putting the CENDENT back in transcendent!
I wanted to make ores that sink in a pixel but don't want to model rectangles around gaps like the cauldron model.
Thought maybe I could make a double sized texture for ores, with one version with the ores cut out in one corner, and a regular one in the other and then the outer face would have the cut-out version on it and the inner block would have the regular one and then I could just model little inner walls for the holes.
Will I have to do like the cauldron, or is there a way to make the original conception work?
I don't think there is a way. The coloring in of empty spaces was Mojang's "fix" for xray packs (then they released block models, completely ruining that...)
Your best bet would be the rectangles all around.
I talk about it more in the OP, and I have used it so I know it is actually implemented.
The source is here.
Here's an example of usage:
Note that this is a model file, but the "display" config changes any item that inherits it. Note that in this case it means torches that use the torch mesh in inventory.
As Knightminer said, no. If it doesn't work, then it can't work. It would be quite handy in simplifying models as you say, but full blocks don't support it.
Non-opaque blocks, however, take no issue. So cauldron as you ask can be made this way, as default is made. It also can be used on things like doors/trapdoors, iron bars, and other non-full blocks. A good way of determining it is non-full blocks will often leave/have a visible face of the blocks it touches. Bed, slime blocks, torches, mob spawner, are other good examples.
For those that it works, you can make a torus or indent with 2 elements, one of them being an box with the outer dimensions and a texture with the middle missing, and an inverted box with the inner dimensions (with the un-needed faces removed). I wanted to make my noteblock have an indented speaker mesh, but I'm sure it wouldn't work and doubt they wouldn't attempt to break the ability to make models in some ways that enable x-ray stuff (even if it isn't being used for that)
I guess this won't be possible with solid blocks for a while. This wouldn't be so much of an issue if they stopped caves and other lower chunks from rendering/being loaded despite players not being able to quickly access them, or if they found a way to do true vision-based culling (in other words, you shouldn't be able to see this, so you can't) to not render structures or even just to render culled faces if they are actually viewed (or possibly a placeholder, or maybe a render pass that renders everything behind it invisible).
"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 see...now Mojang needs to actually put this in the model files
Putting the CENDENT back in transcendent!
Putting the CENDENT back in transcendent!
Any precautions or unexpected behavior about double blocks that I should be taking before I get too far into it?
All progress on the bottom block so far, haven't touched the top, yet.