Edit: This thread seems to be becoming a discussion thread in addition to a tutorial. Since people will be looking at both, where should model discussion be posted?
Here's an interesting take on rail models. Notice the curved rails?
Also, the detector rail has a pressure plate that also pushes down when triggered.
The only downside is...the downside. As in, the bottom faces are flipped vertically. Oh well, you'll almost never see them anyway.
Okay, here's an actual suggestion for the tutorial...
There should be a list of arguments:
In ROOT:
"useAmbientOcclusion": true/false, enables AO
"inventoryRender3D": true/false, if false, renders the down face in inventory
"rotateVariantTextures": true/false, if false, UV mappings will not rotate with the model
"randomOffsetX": true/false, enables random offset on the x-axis
"randomOffsetY": true/false, see above
"randomOffsetZ": true/false, see above
"elements": [array], list of cubes in the model
In ELEMENTS:
"type": "cube", use this exactly
"from": [array], lowest vertex, in float values [x,y,z]
"to": [array], highest vertex, in float values [x,y,z]
"origin": [array], rotation origin, in float values [x,y,z]
"rotation": [array], rotation around the x,y,z axis, respectively. Valid rotations are: -45, -22.5, 0, 22.5, 45
"rescaleRotation": true/false, rescales rotation to a cube instead of a sphere
"shade": true/false, enables shading on the cube. Not to be confused with AO
"faceData": {object}, the six faces of the cube
In FACEDATA:
"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] or [x2, y1, x1, y2]
"textureFacing": "string", the texture used. Valid textures are: down, up, north, south, east, west
"rotation": int, the texture rotation. Valid values are: 0, 90, 180, 270
"cull": true/false, if false, disables interblock culling
"tint": true/false, enables biome shading, if applicable
"overlay": true/false, enables overlay texture, if applicable
"tintOverlay": true/false, enables biome shading on overlay textures, if applicable
Could we add to this tutorial a list of blocks that use 'alternate' textures based on what face they use? Like for beds 'down' will use the wood planks, end frame I think it was 'south' uses the 'eye filled' version... and so on, as an easy reference.
As well as extend on the mesh files, and the block files and how to edit them to use your own models and not 'cube' for nearly everything.
I'm stumpt on how to make my quartz pillar it's own... the block file well.. not sure how to define what line goes to my custom mesh with out making -all- of them use it.
Could we add to this tutorial a list of blocks that use 'alternate' textures based on what face they use? Like for beds 'down' will use the wood planks, end frame I think it was 'south' uses the 'eye filled' version... and so on, as an easy reference.
As well as extend on the mesh files, and the block files and how to edit them to use your own models and not 'cube' for nearly everything.
I'm stumpt on how to make my quartz pillar it's own... the block file well.. not sure how to define what line goes to my custom mesh with out making -all- of them use it.
In a later snapshot, you should be able to decide that yourself.
But for now the best I can say is to try looking at the default models faces specified and then how they render in game.
Could we add to this tutorial a list of blocks that use 'alternate' textures based on what face they use? Like for beds 'down' will use the wood planks, end frame I think it was 'south' uses the 'eye filled' version... and so on, as an easy reference.
Do you really need this? Look at the block in-game (or think about it), does the block use multiple texture files? If so, it requires the "textureFacing" value to be specific for a texture.
For instance: beds use the oak wood planks texture on the bottom, and has multiple sides; the ender portal needs another texture for the ender eye, and also for the top (metal) and bottom face (endstone's texture). Additionally, there are things like the furnace, crafting table (different faces, plus bottom uses wood texture), jukebox (uses noteblock texture on non-top faces), quartz, anvil, beacon (inner, obsidian, and glass).....
In addition to being easy to find out, it's also going to be "fixed" hopefully not too far into the future, as it has already been stated that it will no longer be needed, instead being specified directly. This will also make things much better, as custom textures (non legacy-breaking, and no need for animation trick) can be used instead of using vanilla-specified ones.
As well as extend on the mesh files, and the block files and how to edit them to use your own models and not 'cube' for nearly everything.
I'm stumpt on how to make my quartz pillar it's own... the block file well.. not sure how to define what line goes to my custom mesh with out making -all- of them use it.
Oddly it doesn't use the "cube" model, actually. This is because it has more than one texture.
The block file to specify variants is quartz_block.json, the variants for the pillar should be this section:
Anything in particular that you still need help with? I know you've said you're a visual learner, but I'm not sure what else to say or show other than read the guide and "look at the files yourself" to see if that helps you.
"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
"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
Note that there is no "z" argument.
Also note that there is a shading bug (MC-52540)with the "x" argument.
if you don't already know, sphax has made Cubik .. lite version is free, full version $10. create models with 3d gui and export to .json
Yes, I'm aware. The free version is extremely limited, to the point where doing it manually (as my guide instructs) is a better option.
The restrictions intentionally make the free version useless in an attempt to strong-arm users into buying the "pro" version. So it's all really a big money ploy that tries to take advantage of Sphax's popularity in combination with the "early days" model format that is still changing (and thus, few tools exist for it).
I don't like cubik purely for the fact that it makes things so easy that people have made "voxel-like" models with tons of cubes in them, as if everything was all "light" and we were playing something like Cubeworld. We aren't, and performance is something very intensive in Minecraft already. The model system is very early, and not optimized yet, so if so make 1 model with hundreds of cubes there are bound to be performance issues.
I also saw a video of someone using cubik to make a 3D red mushroom model that mimics the giant mushrooms, and they STILL used cube for nearly every pixel (even though they were next to each other), despite that I was able to make the exact same model using only 6 cubes.
Cubik likely doesn't inform users about optimizing models, either, such as omitting un-needed faces, or adding a "cull" option to faces that are visible but can be fully obscured by neighboring blocks. The audience that cubik caters to is a less technically adept one, so likely they wouldn't think/care about these issues in the first place, or know enough about the format to know they exist.
If you can learn how to use models, I think it's not much harder to do manually than it is using cubik, and more tools will come out anyways that are better than cubik even if free.
"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've been using the light version of cubix for some things, and truth be told yes it is limited, but if you remember where you placed things, it's easy to split one model into a few files, and just copy and paste the rest of the cubes into one file.
But yes it is a bit of a cash cow and while I have offered bug reports to them for it, it's a bit more satisfying to do it by hand. Thus far, I only used it to try and sort out my bed's UV mapping, and it still didn't fix it.
Sorry if it's already been mentioned, but how would I go about applying attributes to a block which enables it to change faces' textures depending on rotation, like pumpkins or jack 'o' lanterns? I know close to nothing about creating models by hand, since I've been using Cubik the entire time
For most blocks, this won't really work yet (not without messing things up or doing a hack-y animation trick). You can do this in 14w11b with blocks having multiple texture sources just by using the direction that defines that texture on the face you want, but that's about it for now.
In case you missed it, there are going to be some changes hopefully next week in a snapshot, the biggest being texture specification that will allow you to go full auto. He didn't really go into specifics [about custom textures in a separate folder than vanilla tiles]. but if you wanted a plain cube, it'd likelybe something like this:
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"parent": "cube_all",
"textures": {
"down": "stonebrick_top",
"up": "stonebrick_top",
"north": "stonebrick",
"south": "stonebrick",
"west": "stonebrick",
"east": "stonebrick"
}
}
Now that we have an "all" object, can someone recommend a "sides" object too? That'd make it much easier.... Possibly side combos, like du, ns, we?
Example I used because that's the exact code I'll likely be using for my stonebricks to port the fixed CTM textures. If you made something direction, chances are you would make 1 direction, and then rotate that in the variants (block) file.
EDIT: The more I read that post with the 2 file paths makes me think more and more that it was a typo and all custom model textures will go into the vanilla blocks texture folder. I have 323 items in mine right now, I seriously,seriously,SERIOUSLY HOPE that they don't do that. Taking 323 (which, might I add is missing some of the default textures) and ' class='bbc'>adding quite a bit of textures does not sound like a fun time to me, considering I have enough trouble finding things in it already. Give us some form of organization, a separate folder at least! Folder detection would be best.
"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 have no knowledge of text code it confuses me. cubik is great for people like me, it is easy and effective. and $15 aint much at all
so i made 3d red mushroom, works great , but they appear incorrectly on mooshroom cow, any way to fix that?
so i made 3d red mushroom, works great , but they appear incorrectly on mooshroom cow, any way to fix that?
That's a bug.... Mine are the same way.
(also, the mushrooms aren't placed correctly, and custom models aren't used in flower posts). There's no way to fix it, short of inverting all of the cubes in your model (breaking the normal model).
Hopefully both of these issues will be fixed in the next snapshot.....
"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 so i created hell raiser box (just for a pic) i reduced size of gold block to 1/4, that work however i get transperant whichever block its placed on, i see thru the world. any way to fix? heres a pic
it happens with modified command block also, other things are fine, ladder, rails, . i also made an awesome bed frame model but the uv is messes up on the posts. any way to fix that also.thanks
ok so i created hell raiser box (just for a pic) i reduced size of gold block to 1/4, that work however i get transperant whichever block its placed on, i see thru the world. any way to fix? heres a pic
it happens with modified command block also, other things are fine, ladder, rails, . i also made an awesome bed frame model but the uv is messes up on the posts. any way to fix that also.thanks
The simple solution would be just to place it on a barrier.
If you really needed it to be placed on something solid, you'd have to give that block a new model and turn culling off for the top face so placing the cube on it allows it to stay. I wouldn't recommend doing this normally (especially on blocks like grass, dirt, stone) because it makes EVERY face in the world attempt to render (even though it's not visible) making the game nearly unplayable; however, since it sounds like it's just a temporary thing, it shouldn't matter too much.
Possibly an even easier way would be to turn your model file into the model for rails by renaming it. Rails/ladders/torches and similar things don't have this issue because they aren't solid blocks, so they don't cause culling. Command blocks ARE fully solid blocks, therefore DO cause culling.
EDIT: For a permanent solution, there isn't any nice one yet. All I can say is either make the model bigger (which can be an issue with other models like torches and ladders),add something to cover the faces that are problematic, or just don't expose the model in the first place.
As for the bed frame, could you post the code and/or a screenshot of the issue?
"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
thanks for reply, i will try to work it out., do you think this is temp problem? as in a bugfix from mojang might fix it?
ok here are pics of bed. as you can see wrong texture on inside of posts plus gaps were posts connect.
the code for it is here:
bed _foot
{"__comment":"3D Mesh designed with BDcraft Cubik - Version LITE 0.5 Beta","inventoryRender3D":false,"elements":[{"type":"cube","from":[2,9.5,0.5],"to":[14,10.5,1.5],"faceData":{"down":{"uv":[1,3,15,4],"textureFacing":"down","cull":false},"up":{"uv":[1,2,15,3],"textureFacing":"up","cull":false},"north":{"uv":[0,8,13,9],"textureFacing":"north","cull":false},"south":{"uv":[0,8,13,9],"textureFacing":"south","cull":false},"west":{"uv":[15,3,16,4],"textureFacing":"west","cull":false},"east":{"uv":[15,3,16,4],"textureFacing":"east","cull":false}}},{"type":"cube","from":[1.5,4,1.5],"to":[14.5,6,16],"faceData":{"down":{"uv":[0,8,8,16],"textureFacing":"down"},"up":{"uv":[0,8,8,16],"textureFacing":"up"},"north":{"uv":[0,0,8,2],"textureFacing":"north"},"south":{"uv":[0,0,8,2],"textureFacing":"south"},"west":{"uv":[0,0,8,2],"textureFacing":"west"},"east":{"uv":[0,0,8,2],"textureFacing":"east"}}},{"type":"cube","from":[1,2,1],"to":[15,4,16],"faceData":{"down":{"uv":[0,0,8,8],"textureFacing":"down","cull":false},"up":{"uv":[0,0,8,8],"textureFacing":"up","cull":false},"north":{"uv":[0,8,13,9],"textureFacing":"north","cull":false},"south":{"uv":[0,8,13,9],"textureFacing":"south","cull":false},"west":{"uv":[0,8,13,9],"textureFacing":"west","cull":false},"east":{"uv":[0,8,13,9],"textureFacing":"east","cull":false}}},{"type":"cube","from":[14,0,0],"to":[16,16,2],"faceData":{"down":{"uv":[14,0,16,2],"textureFacing":"down","cull":false},"up":{"uv":[14,0,16,2],"textureFacing":"up","cull":false},"north":{"uv":[15,0,16,13],"textureFacing":"north","cull":false},"south":{"uv":[15,0,16,13],"textureFacing":"south","cull":false},"west":{"uv":[15,0,16,13],"textureFacing":"west","cull":false},"east":{"uv":[15,0,16,13],"textureFacing":"east","cull":false}}},{"type":"cube","from":[0,0,0],"to":[2,16,2],"faceData":{"down":{"uv":[1,2,3,4],"textureFacing":"down","cull":false},"up":{"uv":[0,1,2,3],"textureFacing":"up","cull":false},"north":{"uv":[15,0,16,13],"textureFacing":"north","cull":false},"south":{"uv":[15,0,16,13],"textureFacing":"south","cull":false},"west":{"uv":[15,0,16,13],"textureFacing":"west","cull":false},"east":{"uv":[15,0,16,13],"textureFacing":"east","cull":false}}}]}
bed_head
{"__comment":"3D Mesh designed with BDcraft Cubik - Version LITE 0.5 Beta","inventoryRender3D":false,"elements":[{"type":"cube","from":[1.5,4,0],"to":[14.5,6,14.5],"faceData":{"down":{"uv":[0,8,8,16],"textureFacing":"down"},"up":{"uv":[0,8,8,16],"textureFacing":"up"},"north":{"uv":[16,0,8,2],"textureFacing":"north"},"south":{"uv":[8,0,16,2],"textureFacing":"south"},"west":{"uv":[8,0,16,2],"textureFacing":"west"},"east":{"uv":[16,0,8,2],"textureFacing":"east"}}},{"type":"cube","from":[1,10,14.5],"to":[15,11,15.5],"faceData":{"down":{"uv":[4,7,16,8],"textureFacing":"down"},"up":{"uv":[0,7,12,8],"textureFacing":"up"},"north":{"uv":[16,8,4,9],"textureFacing":"north"},"south":{"uv":[4,8,16,9],"textureFacing":"south"},"west":{"uv":[0,12,1,13],"textureFacing":"west"},"east":{"uv":[1,13,0,14],"textureFacing":"east"}}},{"type":"cube","from":[2,6,9],"to":[14,7.5,14],"faceData":{"down":{"uv":[8,8,16,13],"textureFacing":"down"},"up":{"uv":[8,8,16,13],"textureFacing":"up"},"north":{"uv":[16,0,8,2],"textureFacing":"north"},"south":{"uv":[8,0,16,2],"textureFacing":"south"},"west":{"uv":[11,0,16,1.5],"textureFacing":"west"},"east":{"uv":[16,0,11,1.5],"textureFacing":"east"}}},{"type":"cube","from":[1,2,0],"to":[15,4,15],"faceData":{"down":{"uv":[0,0,8,8],"textureFacing":"down","cull":false},"up":{"uv":[0,0,8,8],"textureFacing":"up","cull":false},"north":{"uv":[16,8,2,9],"textureFacing":"north","cull":false},"south":{"uv":[2,8,16,9],"textureFacing":"south","cull":false},"west":{"uv":[2,8,16,9],"textureFacing":"west","cull":false},"east":{"uv":[16,8,2,9],"textureFacing":"east","cull":false}}},{"type":"cube","from":[14,0,14],"to":[16,16,16],"faceData":{"down":{"uv":[1,2,3,4],"textureFacing":"down","cull":false},"up":{"uv":[1,2,3,4],"textureFacing":"up","cull":false},"north":{"uv":[1,2,0,14],"textureFacing":"north","cull":false},"south":{"uv":[0,2,1,14],"textureFacing":"south","cull":false},"west":{"uv":[0,2,1,14],"textureFacing":"west","cull":false},"east":{"uv":[1,2,0,14],"textureFacing":"east","cull":false}}},{"type":"cube","from":[0,0,14],"to":[2,16,16],"faceData":{"down":{"uv":[0,2,2,4],"textureFacing":"down","cull":false},"up":{"uv":[0,2,2,4],"textureFacing":"up","cull":false},"north":{"uv":[1,2,0,14],"textureFacing":"north","cull":false},"south":{"uv":[0,2,1,14],"textureFacing":"south","cull":false},"west":{"uv":[0,2,1,14],"textureFacing":"west","cull":false},"east":{"uv":[1,2,0,14],"textureFacing":"east","cull":false}}}]}
Here's an interesting take on rail models. Notice the curved rails?
Also, the detector rail has a pressure plate that also pushes down when triggered.
The only downside is...the downside. As in, the bottom faces are flipped vertically. Oh well, you'll almost never see them anyway.
Putting the CENDENT back in transcendent!
There should be a list of arguments:
In ROOT:
In ELEMENTS:
In FACEDATA:
In DOWN, UP, NORTH, SOUTH, EAST, WEST:
Putting the CENDENT back in transcendent!
As well as extend on the mesh files, and the block files and how to edit them to use your own models and not 'cube' for nearly everything.
I'm stumpt on how to make my quartz pillar it's own... the block file well.. not sure how to define what line goes to my custom mesh with out making -all- of them use it.
In a later snapshot, you should be able to decide that yourself.
But for now the best I can say is to try looking at the default models faces specified and then how they render in game.
Do you really need this? Look at the block in-game (or think about it), does the block use multiple texture files? If so, it requires the "textureFacing" value to be specific for a texture.
For instance: beds use the oak wood planks texture on the bottom, and has multiple sides; the ender portal needs another texture for the ender eye, and also for the top (metal) and bottom face (endstone's texture). Additionally, there are things like the furnace, crafting table (different faces, plus bottom uses wood texture), jukebox (uses noteblock texture on non-top faces), quartz, anvil, beacon (inner, obsidian, and glass).....
In addition to being easy to find out, it's also going to be "fixed" hopefully not too far into the future, as it has already been stated that it will no longer be needed, instead being specified directly. This will also make things much better, as custom textures (non legacy-breaking, and no need for animation trick) can be used instead of using vanilla-specified ones.
Oddly it doesn't use the "cube" model, actually. This is because it has more than one texture.
The block file to specify variants is quartz_block.json, the variants for the pillar should be this section:
you could just edit quartz_side (mesh file) and then change a piece of the block code to
or that'd be the easy way.
Anything in particular that you still need help with? I know you've said you're a visual learner, but I'm not sure what else to say or show other than read the guide and "look at the files yourself" to see if that helps you.
"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
In EACH VARIANT:
Note that there is no "z" argument.
Also note that there is a shading bug (MC-52540)with the "x" argument.
Putting the CENDENT back in transcendent!
Chests, ender chests, signs, and mob heads are all rendered like entities, instead of blocks. As such they will likely get no model
Yes, I'm aware. The free version is extremely limited, to the point where doing it manually (as my guide instructs) is a better option.
The restrictions intentionally make the free version useless in an attempt to strong-arm users into buying the "pro" version. So it's all really a big money ploy that tries to take advantage of Sphax's popularity in combination with the "early days" model format that is still changing (and thus, few tools exist for it).
I don't like cubik purely for the fact that it makes things so easy that people have made "voxel-like" models with tons of cubes in them, as if everything was all "light" and we were playing something like Cubeworld. We aren't, and performance is something very intensive in Minecraft already. The model system is very early, and not optimized yet, so if so make 1 model with hundreds of cubes there are bound to be performance issues.
I also saw a video of someone using cubik to make a 3D red mushroom model that mimics the giant mushrooms, and they STILL used cube for nearly every pixel (even though they were next to each other), despite that I was able to make the exact same model using only 6 cubes.
Cubik likely doesn't inform users about optimizing models, either, such as omitting un-needed faces, or adding a "cull" option to faces that are visible but can be fully obscured by neighboring blocks. The audience that cubik caters to is a less technically adept one, so likely they wouldn't think/care about these issues in the first place, or know enough about the format to know they exist.
If you can learn how to use models, I think it's not much harder to do manually than it is using cubik, and more tools will come out anyways that are better than cubik even if free.
"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 yes it is a bit of a cash cow and while I have offered bug reports to them for it, it's a bit more satisfying to do it by hand. Thus far, I only used it to try and sort out my bed's UV mapping, and it still didn't fix it.
I'm in the same boat here, currently using Antergos (basically Arch Linux using an installer).
For most blocks, this won't really work yet (not without messing things up or doing a hack-y animation trick). You can do this in 14w11b with blocks having multiple texture sources just by using the direction that defines that texture on the face you want, but that's about it for now.
In case you missed it, there are going to be some changes hopefully next week in a snapshot, the biggest being texture specification that will allow you to go full auto. He didn't really go into specifics [about custom textures in a separate folder than vanilla tiles]. but if you wanted a plain cube, it'd likelybe something like this:
Now that we have an "all" object, can someone recommend a "sides" object too? That'd make it much easier.... Possibly side combos, like du, ns, we?
Example I used because that's the exact code I'll likely be using for my stonebricks to port the fixed CTM textures. If you made something direction, chances are you would make 1 direction, and then rotate that in the variants (block) file.
EDIT: The more I read that post with the 2 file paths makes me think more and more that it was a typo and all custom model textures will go into the vanilla blocks texture folder. I have 323 items in mine right now, I seriously, seriously, SERIOUSLY HOPE that they don't do that. Taking 323 (which, might I add is missing some of the default textures) and ' class='bbc'>adding quite a bit of textures does not sound like a fun time to me, considering I have enough trouble finding things in it already. Give us some form of organization, a separate folder at least! Folder detection would be best.
"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
so i made 3d red mushroom, works great , but they appear incorrectly on mooshroom cow, any way to fix that?
That's a bug.... Mine are the same way.
(also, the mushrooms aren't placed correctly, and custom models aren't used in flower posts). There's no way to fix it, short of inverting all of the cubes in your model (breaking the normal model).
Hopefully both of these issues will be fixed in the next snapshot.....
"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
Erm..... you mean next week, right?
The simple solution would be just to place it on a barrier.
If you really needed it to be placed on something solid, you'd have to give that block a new model and turn culling off for the top face so placing the cube on it allows it to stay. I wouldn't recommend doing this normally (especially on blocks like grass, dirt, stone) because it makes EVERY face in the world attempt to render (even though it's not visible) making the game nearly unplayable; however, since it sounds like it's just a temporary thing, it shouldn't matter too much.
Possibly an even easier way would be to turn your model file into the model for rails by renaming it. Rails/ladders/torches and similar things don't have this issue because they aren't solid blocks, so they don't cause culling. Command blocks ARE fully solid blocks, therefore DO cause culling.
EDIT: For a permanent solution, there isn't any nice one yet. All I can say is either make the model bigger (which can be an issue with other models like torches and ladders),add something to cover the faces that are problematic, or just don't expose the model in the first place.
As for the bed frame, could you post the code and/or a screenshot of the issue?
"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 here are pics of bed. as you can see wrong texture on inside of posts plus gaps were posts connect.
the code for it is here:
bed _foot
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