For some reason I can't change how a block appears in "third person". I thought the code I exported from the program I used to make the model might have done something wrong, but I also tried editing models from other resource packs I've downloaded and found that any changes to third person display values would not affect them in game.
The least I've ever changed is one single digit to another so I don't see how the code could be faulty, but I have no idea what could be causing this.
For some reason I can't change how a block appears in "third person". I thought the code I exported from the program I used to make the model might have done something wrong, but I also tried editing models from other resource packs I've downloaded and found that any changes to third person display values would not affect them in game.
The least I've ever changed is one single digit to another so I don't see how the code could be faulty, but I have no idea what could be causing this.
Are you editing the item model file? Just editing the block model won't work for third person view. You need to edit the item model as well.
Just asking, if you have a custom image for your model (See WeeHeeHee's super sexy sword model) and it has an animated texture (see his sword) do you need to use traditional minecraft animation format, or can you use a .gif?
trying to convert a 128x128 lightning texture is going to be hard...lol
Just asking, if you have a custom image for your model (See WeeHeeHee's super sexy sword model) and it has an animated texture (see his sword) do you need to use traditional minecraft animation format, or can you use a .gif?
trying to convert a 128x128 lightning texture is going to be hard...lol
Considering that Minecraft has absolutely no concept of this ".gif" thing you speak of... no, you have to use the traditional animation method.
Well... or MCPatcher's method if you want to go that route. Basically the same as far as the image goes, though.
*sigh
Well....going to painfully make a 128x128 20 frame gif into a massive image file.....good luck me. Would be nice if Minecraft supported other image file types....
Otherwise if you are using a simple color fade animation, you could remove some frames and set the tag "interpolate": true in the animation properties. Prismarine uses that.
Its very easy. Split the gif into the images, then use a website or a program to stitch the images together into a sprite strip.
Its how I made a 1440 frame clock animation.
This exactly. If you don't have a plugin for your image editor that can do this, you can download IrfanView and use it's "Panorama" feature set to vertical to make a strip in just a few clicks. Obviously you'll need to split the .gif file first, but most .gif editors I've come across have a native option to do that anyway.
Just asking, if you have a custom image for your model (See WeeHeeHee's super sexy sword model) and it has an animated texture (see his sword) do you need to use traditional minecraft animation format, or can you use a .gif?
trying to convert a 128x128 lightning texture is going to be hard...lol
I used a GIMP plugin that turns layers into a tilesheet and vice versa. I can't figure out the name, but it should be found by googling 'GIMP tilesheet from layers plugin' or similar.
Eh, Thanks for the help, but I did a lot of 'select layer in gif'
'coordinate the frame into the animation strip'
'make sure it's in place and past it'
'repeat'
But it looks REALLY good now
Thanks guys, I'll keep them in mind :3
Some things to note are that scaling is going to mess up the translations, so they will have to be adjusted. As well, scaling items in frames will sink the item into the frame, so it will need to be moved out if needed.
Don't forget about "fixed" and "ground" display settings!
[quote=kwerti;/members/kwerti;/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256334-vanilla-model-tutorial?comment=643]Here's the new display settings in action:
Thanks for posting here guys, if not for you I would still be gone. Display settings was a major issue I had with the model system, I suggested it and Grum finally added it! The models look so much better now that they aren't super tiny and you can actually tune how they look dropped and in frames.
Also, I've added a section on display, as well as one on tips and a new example model. I was actually quite lucky, I believe that this tutorial has actually held up quite well in my leave.
I've also been updating my pack (even though I don't play anymore), I just recently made a simple bucket/bowl model.... didn't even know if I would like it, but turns out my hopper_outside texture (which is centered) works perfectly for the model I made, and having a bucket with a lava animation on it rocks, too. I'm not releasing that as an update yet because PMC is having server issues as usual, and my pack hasn't been doing so well the past few days....
I did notice, though, that potions (bottle_drinkable) don't work so well with models, or at least not what I did. I tried making the 'bucket' use white stained glass, and the 'liquid' texture to use its overlay.... but it just made the game super laggy (nearly frozen) which I suspect was because of the transparency or enchantment glow, also the overlay didn't recolor. Is it only possible to recolor the builtin model? Animations, even clock/compass work on even other models, why doesn't it work with potions?
EDIT: Why not, making this made me feel as bubbly as when I made my old buckets look more realistic:
Is it just me, or are both PMC and MCF a bit under the weather?
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
Yeah, so far color tinting doesn't fare so well with the builtin/generated models. Have you tried putting "tintindex:0" in the model? If so, then there is no way to recolor potions.
Yeah, so far color tinting doesn't fare so well with the builtin/generated models. Have you tried putting "tintindex:0" in the model? If so, then there is no way to recolor potions.
Ok, derp, I totally knew that.... Guess I should have realized that tintindex would be in the builtin code rather than an attached action like animations.
It does indeed work, even with other textures. Kinda hard to see the water animation with the enchantment overlay (that doesn't even really make sense being there!) but trying it with lava is a little funny
EDIT: Also fine with stained glass texture now, apparently.... maybe just having it refreshing in the QRPTM was a bad idea? It's fine now.
EDIT2: But the liquid and glass can't both be transparent, because it doesn't add the transparency properly, gahhhhhh
"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, but I found this guide really confusing. I know how I want the model to look, but how do I actually make it?
In the guide I recommend drawing the side/front/top reference images in GIMP and then using them to find the coordinates to give the elements. Many models are very simply represented this way (ladders, torches, etc.) so that work might already be partially there.
Modelling centered cubes is super easy because you only need 1 reference image.
Only thing to remember is that the Y axis in image editors are flipped, so you need to flip your reference image for the top view.
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
The least I've ever changed is one single digit to another so I don't see how the code could be faulty, but I have no idea what could be causing this.
Are you editing the item model file? Just editing the block model won't work for third person view. You need to edit the item model as well.
trying to convert a 128x128 lightning texture is going to be hard...lol
http://hypixel.net/threads/diax-resource-pack.199998/
Considering that Minecraft has absolutely no concept of this ".gif" thing you speak of... no, you have to use the traditional animation method.
Well... or MCPatcher's method if you want to go that route. Basically the same as far as the image goes, though.
Well....going to painfully make a 128x128 20 frame gif into a massive image file.....good luck me. Would be nice if Minecraft supported other image file types....
http://hypixel.net/threads/diax-resource-pack.199998/
Its how I made a 1440 frame clock animation.
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
This exactly. If you don't have a plugin for your image editor that can do this, you can download IrfanView and use it's "Panorama" feature set to vertical to make a strip in just a few clicks. Obviously you'll need to split the .gif file first, but most .gif editors I've come across have a native option to do that anyway.
I used a GIMP plugin that turns layers into a tilesheet and vice versa. I can't figure out the name, but it should be found by googling 'GIMP tilesheet from layers plugin' or similar.
'coordinate the frame into the animation strip'
'make sure it's in place and past it'
'repeat'
But it looks REALLY good now
Thanks guys, I'll keep them in mind :3
http://hypixel.net/threads/diax-resource-pack.199998/
i have tried for so long it just never works makes no difference
{
"ambientocclusion": false,
"textures": {
"particle": "#torch"
}
"display": {
"head": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 0, 0 ],
"scale": [ 3.0, 3.0, 3.0 ]
}
},
"elements": [
{ "from": [ 7, 0, 7 ],
"to": [ 9, 10, 9 ],
"shade": false,
"faces": {
"down": { "uv": [ 7, 13, 9, 15 ], "texture": "#torch" },
"up": { "uv": [ 7, 6, 9, 8 ], "texture": "#torch" }
}
},
{ "from": [ 7, 0, 0 ],
"to": [ 9, 16, 16 ],
"shade": false,
"faces": {
"west": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" },
"east": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }
}
},
{ "from": [ 0, 0, 7 ],
"to": [ 16, 16, 9 ],
"shade": false,
"faces": {
"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" },
"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#torch" }
}
}
]
}
These are the axes of rotation:
Some things to note are that scaling is going to mess up the translations, so they will have to be adjusted. As well, scaling items in frames will sink the item into the frame, so it will need to be moved out if needed.
Also, this is unrelated, but I found this funny:
Putting the CENDENT back in transcendent!
[quote=kwerti;/members/kwerti;/forums/mapping-and-modding/resource-packs/resource-pack-discussion/1256334-vanilla-model-tutorial?comment=643]Here's the new display settings in action:
Thanks for posting here guys, if not for you I would still be gone. Display settings was a major issue I had with the model system, I suggested it and Grum finally added it! The models look so much better now that they aren't super tiny and you can actually tune how they look dropped and in frames.
Also, I've added a section on display, as well as one on tips and a new example model. I was actually quite lucky, I believe that this tutorial has actually held up quite well in my leave.
I've also been updating my pack (even though I don't play anymore), I just recently made a simple bucket/bowl model.... didn't even know if I would like it, but turns out my hopper_outside texture (which is centered) works perfectly for the model I made, and having a bucket with a lava animation on it rocks, too. I'm not releasing that as an update yet because PMC is having server issues as usual, and my pack hasn't been doing so well the past few days....
I did notice, though, that potions (bottle_drinkable) don't work so well with models, or at least not what I did. I tried making the 'bucket' use white stained glass, and the 'liquid' texture to use its overlay.... but it just made the game super laggy (nearly frozen) which I suspect was because of the transparency or enchantment glow, also the overlay didn't recolor. Is it only possible to recolor the builtin model? Animations, even clock/compass work on even other models, why doesn't it work with potions?
EDIT: Why not, making this made me feel as bubbly as when I made my old buckets look more realistic:
Is it just me, or are both PMC and MCF a bit under the weather?
"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, so far color tinting doesn't fare so well with the builtin/generated models. Have you tried putting "tintindex:0" in the model? If so, then there is no way to recolor potions.
Putting the CENDENT back in transcendent!
Ok, derp, I totally knew that.... Guess I should have realized that tintindex would be in the builtin code rather than an attached action like animations.
It does indeed work, even with other textures. Kinda hard to see the water animation with the enchantment overlay (that doesn't even really make sense being there!) but trying it with lava is a little funny
EDIT: Also fine with stained glass texture now, apparently.... maybe just having it refreshing in the QRPTM was a bad idea? It's fine now.
EDIT2: But the liquid and glass can't both be transparent, because it doesn't add the transparency properly, gahhhhhh
EDIT3: I posted a suggestion relating to the blockstate files if anyone wants to read/comment or x-post to r/minecraftsuggestions (WeeHeeHee or Knightminer?)
"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, but I found this guide really confusing. I know how I want the model to look, but how do I actually make it?
In the guide I recommend drawing the side/front/top reference images in GIMP and then using them to find the coordinates to give the elements. Many models are very simply represented this way (ladders, torches, etc.) so that work might already be partially there.
Modelling centered cubes is super easy because you only need 1 reference image.
Only thing to remember is that the Y axis in image editors are flipped, so you need to flip your reference image for the top view.
"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