Alright, thanks! It was just that little bit too transparent for MC
Did you make your glow appear on ALL sides of the blade? Because I only have them on north and south, and the east and west sides of the blade don't have a glow...xD
I have two planes (0-width cubes, just checking) on either side of the blade, about 0.001 pixels out to prevent z-fighting. Both planes have two sides textured.
I made 2 cubes, one showing north and south and the other showing east and west
As my blade and the glow are the same colour, I did not need to shift the cubes 0.001, as z or y-fighting is not noticeable...as far as I can see it
That's pretty much all you can do. It will look grainy, so it's best to play in a high resolution so each pixel is less significant. Also you know how it'll have a solid inside and a grainy halo (maybe yours won't, but mine definitely does)? If you maximize the inside and make the halo smaller, well the inside is smooth so it'll look smoother close to the blade.
I am making a grass block model with tilted mats of grass hanging off of it, but the problem is, the mats of grass are only visible from the top. Is there any way I can make them visible from above and below?
Although I think what you would want is to add the opposite face on each of the faces you added (for example, the face that is only east also add west, and for the one with only west add east)
I know what you're saying, but I think I might need an example, because whenever I try to change it by hand I get the black and purple checkers of death and I can't figure out why.
I know what you're saying, but I think I might need an example, because whenever I try to change it by hand I get the black and purple checkers of death and I can't figure out why.
Hey, guys? What does UVlock mean? I totally, totally don't get it. All I know is that it breaks my redstone wires when it's enabled.
Its rarely used. In the 250 models ive made, Ive not used it once. Cant remember off hand exactly what it does, but i do know its not needed in most all cases.
Rollback Post to RevisionRollBack
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
UV lock prevents the textures from rotating when the rest of the model rotates. It is most notable on blocks such as stairs and fences, where the texture remains the same despite rotation of the same models.
http://hypixel.net/threads/diax-resource-pack.199998/
http://hypixel.net/threads/diax-resource-pack.199998/
Did you make your glow appear on ALL sides of the blade? Because I only have them on north and south, and the east and west sides of the blade don't have a glow...xD
http://hypixel.net/threads/diax-resource-pack.199998/
As my blade and the glow are the same colour, I did not need to shift the cubes 0.001, as z or y-fighting is not noticeable...as far as I can see it
http://hypixel.net/threads/diax-resource-pack.199998/
http://hypixel.net/threads/diax-resource-pack.199998/
http://hypixel.net/threads/diax-resource-pack.199998/
{
"ambientocclusion": true,
"textures": {
"particle": "blocks/grass_side",
"bottom": "blocks/dirt",
"top": "blocks/grass_top",
"side": "blocks/grass_side",
"overlay": "blocks/grass_side_overlay"
},
"elements": [
{
"from": [ 0, 0, 0 ],
"to": [ 16, 16, 0 ],
"shade": false,
"rotation": { "origin": [ 0, 16, 0 ], "axis": "x", "angle": 22.5 },
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" }
}
},
{
"from": [ 0, 0, 16 ],
"to": [ 16, 16, 16 ],
"shade": false,
"rotation": { "origin": [ 0, 16, 16 ], "axis": "x", "angle": -22.5 },
"faces": {
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "south" }
}
},
{
"from": [ 0, 0, 0 ],
"to": [ 0, 16, 16 ],
"shade": false,
"rotation": { "origin": [ 0, 16, 0 ], "axis": "z", "angle": -22.5 },
"faces": {
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "west" }
}
},
{
"from": [ 16, 0, 0 ],
"to": [ 16, 16, 16 ],
"shade": false,
"rotation": { "origin": [ 16, 16, 0 ], "axis": "z", "angle": 22.5 },
"faces": {
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "east" }
}
},
{ "from": [ 0, 0, 0 ],
"to": [ 16, 16, 16 ],
"faces": {
"down": { "uv": [ 0, 0, 16, 16 ], "texture": "#bottom", "cullface": "down" },
"up": { "uv": [ 0, 0, 16, 16 ], "texture": "#top", "cullface": "up", "tintindex": 0 },
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "north" },
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "south" },
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "west" },
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "east" }
}
}
]
}
Although I think what you would want is to add the opposite face on each of the faces you added (for example, the face that is only east also add west, and for the one with only west add east)
Probably forgot a comma.
{
"from": [ 0, 0, 0 ],
"to": [ 16, 16, 0 ],
"shade": false,
"rotation": { "origin": [ 0, 16, 0 ], "axis": "x", "angle": 22.5 },
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" }, <------see, you need a comma
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "south" }
}
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
I̶n̶ ̶o̶r̶d̶e̶r̶ ̶t̶o̶ ̶m̶a̶k̶e̶ ̶m̶y̶ ̶b̶a̶c̶k̶ ̶b̶a̶c̶k̶w̶a̶r̶d̶s̶ ̶c̶o̶m̶p̶a̶t̶i̶b̶l̶e̶ ̶t̶o̶ ̶1̶.̶7̶.̶1̶0̶ ̶(̶f̶o̶r̶ ̶s̶e̶r̶v̶e̶r̶ ̶u̶s̶e̶)̶ ̶I̶'̶v̶e̶ ̶r̶e̶p̶l̶a̶c̶e̶d̶ ̶m̶y̶ ̶t̶o̶r̶c̶h̶ ̶t̶e̶x̶t̶u̶r̶e̶ ̶t̶o̶ ̶a̶ ̶n̶o̶r̶m̶a̶l̶ ̶o̶n̶e̶ ̶a̶n̶d̶ ̶u̶s̶e̶d̶ ̶n̶o̶r̶m̶a̶l̶_̶t̶o̶r̶c̶h̶ ̶a̶n̶d̶ ̶n̶o̶r̶m̶a̶_̶t̶o̶r̶c̶h̶_̶w̶a̶l̶l̶ ̶t̶o̶ ̶a̶p̶p̶l̶y̶ ̶'̶t̶o̶r̶c̶h̶_̶o̶n̶_̶m̶o̶d̶e̶l̶"̶ ̶(̶c̶u̶s̶t̶o̶m̶ ̶t̶e̶x̶t̶u̶r̶e̶)̶ ̶t̶o̶ ̶t̶h̶e̶ ̶t̶o̶r̶c̶h̶ ̶m̶o̶d̶e̶l̶ ̶i̶f̶ ̶1̶.̶8̶ ̶i̶s̶ ̶b̶e̶i̶n̶g̶ ̶u̶s̶e̶d̶.̶ ̶T̶h̶e̶ ̶p̶r̶o̶b̶l̶e̶m̶ ̶i̶s̶ ̶t̶h̶a̶t̶ ̶m̶y̶ ̶r̶e̶d̶s̶t̶o̶n̶e̶ ̶t̶o̶r̶c̶h̶e̶s̶ ̶a̶r̶e̶ ̶b̶e̶i̶n̶g̶ ̶a̶f̶f̶e̶c̶t̶e̶d̶ ̶b̶y̶ ̶t̶h̶i̶s̶ ̶s̶o̶m̶e̶h̶o̶w̶ ̶-̶ ̶t̶h̶e̶y̶'̶r̶e̶ ̶t̶r̶y̶i̶n̶g̶ ̶t̶o̶ ̶u̶s̶e̶ ̶t̶h̶e̶ ̶c̶u̶s̶t̶o̶m̶ ̶t̶o̶r̶c̶h̶ ̶m̶o̶d̶e̶l̶!̶
H̶o̶w̶ ̶c̶a̶n̶ ̶I̶ ̶f̶i̶x̶ ̶t̶h̶i̶s̶?̶ ̶H̶e̶l̶p̶!̶
I solved it... should have looked harder at the list of block models in the jar file!
Its rarely used. In the 250 models ive made, Ive not used it once. Cant remember off hand exactly what it does, but i do know its not needed in most all cases.
Cast aside your festive doylaks: dragon stuff is about to happen.
Multiplayer is lonely once you understand how it actually works.
Alpha 1.0.4
UV-lock forces non-parametric texture mapping on the block state. It is used for models with multiple rotations such as fences and stairs.
Putting the CENDENT back in transcendent!