I tried using this but for some reason whenever I try to use my texture pack it loads default...
Sorry about that. Do you mean the sugarcane model? If so, the format changed a little..... try it now, I updated the code in the OP. (note that it is now "reeds.json" and belongs in the "mesh" folder which is inside of the blocks folder)
Also, I filed some bugs relating to models:
Can't edit variants
Can't model top and bottom half of doors separately
could you please get out a new version of your resourcepack because i need it as a reverence for mine. Mine is 100%broken since the update. (It doesn't even load anymore)
Ok, my pack is now updated. It now includes a trapdoor model, too. Also, see above, the free-to-use sugarcane code in the OP is now updated.
"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
Was able to get your reeds working with this. Hopefully this is helpful. Thanks so much for this post, extremely helpful on a topic (right now) that theres not a lot of info on.
I updated the OP to reflect the changes of 14w10c!
Also, here are the models I've been working on:
When I complete more and do an update on my pack, I will release more models, such as the switch (lever) model, and the wall-torch model. Possibly the trapdoor model as well, depending on how many new models I make.
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
every time i used my ladder model and loaded my rp it loaded the default one so i tried to use your's if it makes any different and it still hasn't worked so what am i doing wrong (no i was not planing to steal your model)
Hello, me from a bit later, there is now a way as of 14w10a to rotate a texture by angle.
"rotation":
Just place it in the face data area for a texture.
See the anvil model for a bit more information.
I added some info about this, UV flipping, and the fact that excluding some of the items in faceData allows you to stop that face from trying to render. It's good for those inside faces that you won't see when you make things out of multiple cubes.
every time i used my ladder model and loaded my rp it loaded the default one so i tried to use your's if it makes any different and it still hasn't worked so what am i doing wrong (no i was not planing to steal your model)
I just updated my pack for 14w10c, is that the version you have? If so, do the models in the pack work (make sure you're using 14w10c)?
If that works, when you test it in your pack, what exactly happens? Does it do nothing, or load default?
Did you match where the file was in my pack? It belongs in ~/assets/minecraft/models/block/meshes
"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 done every thing right and updated my model to the new standard (my sugercane and my iron bars models are just working fine)but if I try to use the ladder model it just loads default(the whole pack not only the model)
i've done every thing right and updated my model to the new standard (my sugercane and my iron bars models are just working fine)but if I try to use the ladder model it just loads default(the whole pack not only the model)
Do you try switching to the pack in game, and then it pops off the pack?
I added some info about this, UV flipping, and the fact that excluding some of the items in faceData allows you to stop that face from trying to render. It's good for those inside faces that you won't see when you make things out of multiple cubes.
Something to note, when using rotation, it first takes the coordinates then rotates the selected area, instead of rotating the entire image then taking the coordinates from the rotated image.
i've done every thing right and updated my model to the new standard (my sugercane and my iron bars models are just working fine)but if I try to use the ladder model it just loads default(the whole pack not only the model)
You left out some answers there, though.
Are you using 14w10c?
Did you make sure you have the updated version of my pack?
Are you putting ladder.json in ./assets/minecraft/models/block/ of your pack?
Did you copy my file directly, or copy pasta the text in? If so try drag-n-drop of the file instead.
Something to note, when using rotation, it first takes the coordinates then rotates the selected area, instead of rotating the entire image then taking the coordinates from the rotated image.
I know..... I never said that it rotated the image itself.
Also, saw that you ninja edited your post....
Was going to say that models now change per-pack and even refresh with f3+t
EDIT: Could somebody inform Bebop Vox (via twitter) about all this model stuff? He hasn't said ANYTHING about the new ability for resource packs to change models! He also hasn't even had a featured resource pack in the last 2 shows, on the most recent episode he says to tweet him "your fully downloadable skins, or an awesomemap, or video you saw recently, or even awesome news that's going on in our Minecraft community" .....kinda makes me feel like he forgot about us completely*. But I guess this would fall under "news" so that's why I bring it up.
*especially considering he does multiple skin/map features every Minecraft Monday show, and does entire videos for Mods and Minigames, and then when he does show packs on the show, they're either semi-popular already, or really new (I've seen picked stuff that probably just got on the popreel of PMC when he was looking, which doesn't matter because pretty much EVERY pack goes on the pop reel (once and only once)).
But yeah, models. They're even a listed "feature" now, so I'm not sure why Bebop Vox hasn't said anything unless he just doesn't know.
"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 thought "I did every thing right" would be enough but ok: 1.yes 2.yes 3.yes 4.put directly (i know how to program a little bit)
PM me a link to a download of your pack then. If you can't tell me any more, the only way to really see if I can solve the problem is to look at the files myself. If you "did everything right" it would work, wouldn't it?
"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
Is there a way to model a 32x32 animated texture? If so, would it be as simple as doubling the texture coordinates for each uv? Would I also have to double the cube's "from" and "to" numbers?
Is there a way to model a 32x32 animated texture? If so, would it be as simple as doubling the texture coordinates for each uv? Would I also have to double the cube's "from" and "to" numbers?
Nope. It's a bit more complicated. The coords can only be from [0,16]. For a 32x32 texture, the top-left coord has its numbers divided by two (16 --> 8) and the bottom-right coord has its numbers divided by two after adding one (16 --> 17/2=8.5)
Nope. It's a bit more complicated. The coords can only be from [0,16]. For a 32x32 texture, the top-left coord has its numbers divided by two (16 --> 8) and the bottom-right coord has its numbers divided by two after adding one (16 --> 17/2=8.5)
So if I'm understanding what you said correctly, it could still be done but I would need to do a little extra math? Or does json not accept demicals for those values?
So if I'm understanding what you said correctly, it could still be done but I would need to do a little extra math? Or does json not accept demicals for those values?
Just imagine you are doing the UV using a 16x16. Add 0.5 to increase the selection area by one pixel with 32x
So if I'm understanding what you said correctly, it could still be done but I would need to do a little extra math? Or does json not accept demicals for those values?
I am being a potato attempting to do this, but it's working... a bit. I have no idea of how to make the ladder texture not stretch.
You need to make the UV mapping the appropriate size for the face. If there's stretching, it likely means that your mapping is too short. For height, you'll likely end up using something like [?, 0, ?, 16] on the N/S/W/E faces.
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 that. Do you mean the sugarcane model? If so, the format changed a little..... try it now, I updated the code in the OP. (note that it is now "reeds.json" and belongs in the "mesh" folder which is inside of the blocks folder)
Also, I filed some bugs relating to models:
Can't edit variantsCan't model top and bottom half of doors separately
Both fixed!
Ok, my pack is now updated. It now includes a trapdoor model, too. Also, see above, the free-to-use sugarcane code in the OP is now updated.
"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
Hello, me from a bit later, there is now a way as of 14w10a to rotate a texture by angle.
Just place it in the face data area for a texture.
See the anvil model for a bit more information.
Was able to get your reeds working with this. Hopefully this is helpful. Thanks so much for this post, extremely helpful on a topic (right now) that theres not a lot of info on.
Also, here are the models I've been working on:
When I complete more and do an update on my pack, I will release more models, such as the switch (lever) model, and the wall-torch model. Possibly the trapdoor model as well, depending on how many new models I make.
"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 added some info about this, UV flipping, and the fact that excluding some of the items in faceData allows you to stop that face from trying to render. It's good for those inside faces that you won't see when you make things out of multiple cubes.
I just updated my pack for 14w10c, is that the version you have? If so, do the models in the pack work (make sure you're using 14w10c)?
If that works, when you test it in your pack, what exactly happens? Does it do nothing, or load default?
Did you match where the file was in my pack? It belongs in ~/assets/minecraft/models/block/meshes
EDIT: Also, why not.
"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
Do you try switching to the pack in game, and then it pops off the pack?
Something to note, when using rotation, it first takes the coordinates then rotates the selected area, instead of rotating the entire image then taking the coordinates from the rotated image.
You left out some answers there, though.
Are you using 14w10c?
Did you make sure you have the updated version of my pack?
Are you putting ladder.json in ./assets/minecraft/models/block/ of your pack?
Did you copy my file directly, or copy pasta the text in? If so try drag-n-drop of the file instead.
I know..... I never said that it rotated the image itself.
Also, saw that you ninja edited your post....
Was going to say that models now change per-pack and even refresh with f3+t
EDIT: Could somebody inform Bebop Vox (via twitter) about all this model stuff? He hasn't said ANYTHING about the new ability for resource packs to change models! He also hasn't even had a featured resource pack in the last 2 shows, on the most recent episode he says to tweet him "your fully downloadable skins, or an awesome map, or video you saw recently, or even awesome news that's going on in our Minecraft community" .....kinda makes me feel like he forgot about us completely*. But I guess this would fall under "news" so that's why I bring it up.
*especially considering he does multiple skin/map features every Minecraft Monday show, and does entire videos for Mods and Minigames, and then when he does show packs on the show, they're either semi-popular already, or really new (I've seen picked stuff that probably just got on the popreel of PMC when he was looking, which doesn't matter because pretty much EVERY pack goes on the pop reel (once and only once)).
But yeah, models. They're even a listed "feature" now, so I'm not sure why Bebop Vox hasn't said anything unless he just doesn't know.
"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 I could not find anywhere that either way was correct. So it was just a thing to note.
1.yes
2.yes
3.yes
4.put directly
(i know how to program a little bit)
In the OP of this thread it says so. Nothing wrong with a little circular logic, right?
PM me a link to a download of your pack then. If you can't tell me any more, the only way to really see if I can solve the problem is to look at the files myself. If you "did everything right" it would work, wouldn't it?
"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
Nope. It's a bit more complicated. The coords can only be from [0,16]. For a 32x32 texture, the top-left coord has its numbers divided by two (16 --> 8) and the bottom-right coord has its numbers divided by two after adding one (16 --> 17/2=8.5)
Putting the CENDENT back in transcendent!
So if I'm understanding what you said correctly, it could still be done but I would need to do a little extra math? Or does json not accept demicals for those values?
Hm, must of missed that...
Just imagine you are doing the UV using a 16x16. Add 0.5 to increase the selection area by one pixel with 32x
The formula to use would be where a=the distance from (0,0) along an axis in pixels, n=the resolution in pixels, and x=the uv value.
Putting the CENDENT back in transcendent!
Just about. It seems to be the way minecraft does it.
You need to make the UV mapping the appropriate size for the face. If there's stretching, it likely means that your mapping is too short. For height, you'll likely end up using something like [?, 0, ?, 16] on the N/S/W/E faces.
"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