Yes. I have code boxes in them and plus editing the OP seems to break some of my existing code boxes just from opening the editor.
And no, code boxes are useful for keeping linebreaks and other whitespace as-is preventing the editor from turning it to an unreadable mess. You might say that's "looks pretty" but IMO that's "looks readable" as it does more than put a pretty square around it.
Oh, I see.
Anyway, sorry if I'm spamming this thread a bit, but I'm still having the same errors with my model. Here is a visual explanation, since it's hard to explain.
Are you trying to apply a solid texture to a semi-transparent block? If so, your problem is MC-44373 (The duplcate MC-50129 might show the issue a little better in the images)
Are you trying to apply a solid texture to a semi-transparent block? If so, your problem is MC-44373 (The duplcate MC-50129 might show the issue a little better in the images)
Sometimes I wish Mojang would make more blocks transparent/opaque. Only sand, dirt, stone, ores, and those kinds of things need it.
Are you trying to apply a solid texture to a semi-transparent block? If so, your problem is MC-44373 (The duplcate MC-50129 might show the issue a little better in the images)
Oh, so it's a bug? Good, I was I had done something wrong. Would a solution be making the texture slightly transparent?
stone2.json and stone3.json are exactly the same, but with "all" changed respectively.
I don't see your issue here....
but you mustn't forget about the launcher! The dev log will likely tell you what silly reason it is causing the textures to be broken. It could be an issue with your file names or something else
If you still aren't sure, please pack up your offending files (all relating to the black stained glass and stone) and I can take a look at them for you.
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
but you mustn't forget about the launcher! The dev log will likely tell you what silly reason it is causing the textures to be broken. It could be an issue with your file names or something else
If you still aren't sure, please pack up your offending files (all relating to the black stained glass and stone) and I can take a look at them for you.
I would greatly appreciate it if you could :3
Here's a DropBox link. Tell me if that link doesn't work, I don't really know if DropBox works like that.
Erm.... your stone is working PERFECTLY fine on my end (see attached), I didn't do anything other than load up your pack!
Try using the same download you gave me to see if it's still broken? If so, does the Game output in the launcher log throw up any useful information?
I'm using 1.8.3, MCpatcher, Java 1.8, 64bit CPU, an nvidia GTS 450 w/ driver version 346.47 on Linux, should it make a difference. Though not sure why it would.
And the black stained glass probably can only be fixed by either Mojang or Kahr adding proper depth-sorting
ATTACHMENTS
2015-04-19_03.32.46
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
Erm.... your stone is working PERFECTLY fine on my end (see attached), I didn't do anything other than load up your pack!
Try using the same download you gave me to see if it's still broken? If so, does the Game output in the launcher log throw up any useful information?
I'm using 1.8.3, MCpatcher, Java 1.8, 64bit CPU, an nvidia GTS 450 w/ driver version 346.47 on Linux, should it make a difference. Though not sure why it would.
And the black stained glass probably can only be fixed by either Mojang or Kahr adding proper depth-sorting
Thanks!
That's weird, because the stone model straight up wouldn't load for me. Then again, I've been using version 1.8.0, so that's probably the issue.
Reading over your list of display types, I noticed you left out "head". As for what it does, it is self explanatory, it sets the display data for a block on the player's head.
Reading over your list of display types, I noticed you left out "head". As for what it does, it is self explanatory, it sets the display data for a block on the player's head.
I didn't know about it. Is it new?
I saw no mention of it in the changelog when others were added, nor was it in the default files. 1.8.4 change maybe? I saw no reason to use it, I rarely ever used servers.
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
I only know about it because it was added to the Minecraft Wiki, and is frequently used by the Youtuber BetaTheData (he has been using it since before 1.8.4).
As for usage in the default files, try banner.json from the item models. (its usage there makes me assume it was added at the same time as banners)
I only know about it because it was added to the Minecraft Wiki, and is frequently used by the Youtuber BetaTheData (he has been using it since before 1.8.4).
As for usage in the default files, try banner.json from the item models. (its usage there makes me assume it was added at the same time as banners)
Yes, I see it now. Odd the banner being with the item models rather than the block models. Also wearing banners isn't possible directly, you have to use commands, don't you? Seems like something I could never have utilized anyways since the only real applicable thing in survival seems to be pumpkins (and I didn't even edit that model).
This is the issue with not properly documenting changes in the official changelogs, specifically anything texture/model related seems to rarely be documented.
Unfortunately, the forum software is still not fixed, and so much as trying to edit the OP breaks every single code box I have (putting HTML br br br br nonsense in) which is the reason I haven't updated more recently, including (as I've said earlier) a section I've already wrote (and saved in a text file) on the essential basics of editing the files.
So, I will add it (and other improvements to the guide) if the forum software is fixed to where I can comfortably edit the OP without destroying it....
Thanks for bringing it up though, maybe people will see it this way, anyways.
EDIT: New page? Gah.
As seen in ~/assets/minecraft/models/item/banner.json "head" is a display mode. Allowing you to change how an item/block displays (translation/rotation/scale) when worn in the "helmet" armor slot.
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
Hey guys, i have been searching around through forums and google and I have a question I cannot find answers to and it may be simple.
Can I make my snow_layer model use multiple textures instead of only 1? I know how to make Alternate or Multiple models but am unfamiliar with "Elements": and "textures":
{
"textures": {
"particle": "blocks/snow",
"texture": "blocks/snow_0" (how can I add more? snow_1, snow_2, etc)
},
Only thing I can think of is possibly changing the snow_layer blockstate
Snow_0,"_1,"_2 model is simply
{
"parent": "block/cube_all",
"textures": {
"all": "blocks/snow_1"
}
}
but it obviously wont have the elements data for it and turns the snow_layers into regular blocks.
(Which BTW is actually Pretty Cool as it looks like Deep Snow and you can walk through them! I watched a spider crawl thru then vanish into the snow)
Will I have to eliminate the use of elements or change "texture"/"#texture" into "model"/"#model"? So lost as to what to do.
Hey guys, i have been searching around through forums and google and I have a question I cannot find answers to and it may be simple.
Can I make my snow_layer model use multiple textures instead of only 1? I know how to make Alternate or Multiple models but am unfamiliar with "Elements": and "textures":
{
"textures": {
"particle": "blocks/snow",
"texture": "blocks/snow_0" (how can I add more? snow_1, snow_2, etc)
},
Only thing I can think of is possibly changing the snow_layer blockstate
Snow_0,"_1,"_2 model is simply
{
"parent": "block/cube_all",
"textures": {
"all": "blocks/snow_1"
}
}
but it obviously wont have the elements data for it and turns the snow_layers into regular blocks.
(Which BTW is actually Pretty Cool as it looks like Deep Snow and you can walk through them! I watched a spider crawl thru then vanish into the snow)
Will I have to eliminate the use of elements or change "texture"/"#texture" into "model"/"#model"? So lost as to what to do.
Can I somehow integrate the elements code into my custom snow_0, snow_1, snow_2 models?
I'm confused, what is it exactly you're trying to do?
Whatever it is, it seems like you're going about it all wrong. I'm not sure what you're trying to do with the elements and texture assignments, but I can assure you that it does not work like that.
The "elements" section is the model itself, that's why you got what looked like a full block of snow. The #texture part is what's replaced by either the "texture" section at the top of the file or in the "child file".
Now, if I understand you correctly when you say "Can I make my snow_layer model use multiple textures instead of only 1?" then that has a simple answer:
1. Remove the snow files you've done so far (blockstate files, model files, child files, etc.)
2. Copy the vanilla snow models (yes, the ones with "elements" in them) as is from the vanilla .JAR into your resource pack (in the proper location)
3. Replace "texture": "blocks/snow" with the desired texture in each snow model. Best use textures related to the model, like "texture": "blocks/snow_height6" for snow_height6.json
4. (optional) if this is for your own resource pack that you plan on having fully featured, it's best to use custom texture folders, like instead of the previous example, you'd do "texture": "custom_blocks/snow_height6" or even possibly "texture": "custom_blocks/snow/snow_height6"
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
Thank you for helping me. Here is my best explanation of what I want to achieve.
I am getting into alternate textures. I have successfully done multiple grass, sand, cobblestone, ladder and finally snow blocks.
"3. Replace "texture": "blocks/snow" with the desired texture in each snow model."
Correct which I have done and is 1/2 of what I want to accomplish.
I can only successfully change Each Layer to have its own single texture. Shown here.
I now want to make Each of the snow_layers to have Multiple alternate textures. (If even possible)
I cannot find a way to have my blockstate "snow_layer" pointing to "layers=1" "model": "snow_height2" to have multiple textures.
I tried doing this and nothing is broken, but still no alternate snow layers as shown below. It only shows texture from snow_height2 I believe.
I have taken the .json files directly from vanilla and altered them. So I feel that I'm on the right track from what you explained but agree that I was going about the elements the wrong way.
You need to specify the variants in an array (square brackets) instead of curly brackets. If you do not know what I mean, check out the default grass for an example, or use code similar to the following:
Thank you for a super fast response btw. Here is my best explanation of what I want to achieve.
I am getting into alternate textures. I have successfully done multiple grass, sand, cobblestone, ladder and finally snow blocks.
"3. Replace "texture": "blocks/snow" with the desired texture in each snow model."
Correct which I have done and is 1/2 of what I want to accomplish.
I can only successfully change Each Layer to have its own single texture. Shown here.
I now want to make Each of the snow_layers to have Multiple alternate textures. (If even possible)
I cannot find a way to have my blockstate "snow_layer" pointing to "layers=1" "model": "snow_height2" to have multiple textures.
I tried doing this and nothing is broken, but still no alternate snow layers as shown below. It only shows texture from snow_height2 I believe.
I have taken the .json files directly from vanilla and altered them. So I feel that I'm on the right track from what you explained but agree that I was going about the elements the wrong way.
EDIT: Derp. Knightminer answered your question before I posted, let alone saw the issue.
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
EDIT: Bravo Knight, That was my problem the bracket. probably a missing comma as well lol
Thank you insomniac as well. you both are awesome, made my week!
So now I not only have different textures for each snow layer, but multiple textures for each height. So happy
Yeah I make no sense at all right now, lol my brain is mush. My Point: All layer heights are random now lol Thank you
Hi Knight,
yes I do have that enabled as I see my other blocks being alternates, even snow blocks.
I may not be explaining correctly. So I apologize for any confusion guys.
I can make all snow_layers each have their own unique single texture, but I want to go more complex.
I cannot make Each Layer to have random textures.
Just cannot seem to get complex with snow_layers and each layer having multiple textures. :/
I have done this, of course to achieve single unique snow_layers (not variants)
{
"textures": {
"particle": "blocks/snow",
"snow_top": "blocks/snow_2",
},
"elements": [
So am I only able to use "bottom,top,N,S,W,E"? ("bottom": "blocks/snow_0",) and ("top": "blocks/snow_1",) and "N,S,W,E"(side) etc for snow_layers?
I still cannot have more than 1 "top" texture right? Should I just delete the elements code lol
No matter what i do, layer=1 snow_height2 will only show 1 texture only (besides bottom, and sides which I can change).
Oh, I see.
Anyway, sorry if I'm spamming this thread a bit, but I'm still having the same errors with my model. Here is a visual explanation, since it's hard to explain.
Are you trying to apply a solid texture to a semi-transparent block? If so, your problem is MC-44373 (The duplcate MC-50129 might show the issue a little better in the images)
Sometimes I wish Mojang would make more blocks transparent/opaque. Only sand, dirt, stone, ores, and those kinds of things need it.
Oh, so it's a bug? Good, I was I had done something wrong. Would a solution be making the texture slightly transparent?
That does make the bug a lot less noticeable. It would be the best solution for now
Tried it, and it doesn't change anything.
Anyway, I have a new issue (when will I shut up?)
I attempted randomised stone, but instead got the pink-black squares on all faces of the stone.
stone2.json and stone3.json are exactly the same, but with "all" changed respectively.
I don't see your issue here....
but you mustn't forget about the launcher! The dev log will likely tell you what silly reason it is causing the textures to be broken. It could be an issue with your file names or something else
If you still aren't sure, please pack up your offending files (all relating to the black stained glass and stone) and I can take a look at them for 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
I would greatly appreciate it if you could :3
Here's a DropBox link. Tell me if that link doesn't work, I don't really know if DropBox works like that.
https://www.dropbox.com/s/yim5a91oylmm3pm/Drazile's broken models.zip
Erm.... your stone is working PERFECTLY fine on my end (see attached), I didn't do anything other than load up your pack!
Try using the same download you gave me to see if it's still broken? If so, does the Game output in the launcher log throw up any useful information?
I'm using 1.8.3, MCpatcher, Java 1.8, 64bit CPU, an nvidia GTS 450 w/ driver version 346.47 on Linux, should it make a difference. Though not sure why it would.
And the black stained glass probably can only be fixed by either Mojang or Kahr adding proper depth-sorting
"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!
That's weird, because the stone model straight up wouldn't load for me. Then again, I've been using version 1.8.0, so that's probably the issue.
Reading over your list of display types, I noticed you left out "head". As for what it does, it is self explanatory, it sets the display data for a block on the player's head.
I didn't know about it. Is it new?
I saw no mention of it in the changelog when others were added, nor was it in the default files. 1.8.4 change maybe? I saw no reason to use it, I rarely ever used servers.
"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 only know about it because it was added to the Minecraft Wiki, and is frequently used by the Youtuber BetaTheData (he has been using it since before 1.8.4).
As for usage in the default files, try banner.json from the item models. (its usage there makes me assume it was added at the same time as banners)
Yes, I see it now. Odd the banner being with the item models rather than the block models. Also wearing banners isn't possible directly, you have to use commands, don't you? Seems like something I could never have utilized anyways since the only real applicable thing in survival seems to be pumpkins (and I didn't even edit that model).
This is the issue with not properly documenting changes in the official changelogs, specifically anything texture/model related seems to rarely be documented.
Unfortunately, the forum software is still not fixed, and so much as trying to edit the OP breaks every single code box I have (putting HTML br br br br nonsense in) which is the reason I haven't updated more recently, including (as I've said earlier) a section I've already wrote (and saved in a text file) on the essential basics of editing the files.
So, I will add it (and other improvements to the guide) if the forum software is fixed to where I can comfortably edit the OP without destroying it....
Thanks for bringing it up though, maybe people will see it this way, anyways.
EDIT: New page? Gah.
As seen in ~/assets/minecraft/models/item/banner.json "head" is a display mode. Allowing you to change how an item/block displays (translation/rotation/scale) when worn in the "helmet" armor slot.
"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
Hey guys, i have been searching around through forums and google and I have a question I cannot find answers to and it may be simple.
Can I make my snow_layer model use multiple textures instead of only 1? I know how to make Alternate or Multiple models but am unfamiliar with "Elements": and "textures":
{
"textures": {
"particle": "blocks/snow",
"texture": "blocks/snow_0" (how can I add more? snow_1, snow_2, etc)
},
Only thing I can think of is possibly changing the snow_layer blockstate
{
"variants": {
"layers=1": { "model": "snow_height2" },
"layers=2": { "model": "snow_height4" },
"layers=3": { "model": "snow_height6" },
"layers=4": { "model": "snow_height8" },
"layers=5": { "model": "snow_height10" },
"layers=6": { "model": "snow_height12" },
"layers=7": { "model": "snow_height14" },
"layers=8": { "model": "snow" }
}
}
and point the "layers=1" through 7 to my "snow model", rather than "snow_height2" through 14 models?
such as this
{
"variants": {
"layers=1": { "model": "snow_0" },
"layers=2": { "model": "snow_1" },
"layers=3": { "model": "snow_2" },
Snow_0,"_1,"_2 model is simply
{
"parent": "block/cube_all",
"textures": {
"all": "blocks/snow_1"
}
}
but it obviously wont have the elements data for it and turns the snow_layers into regular blocks.
(Which BTW is actually Pretty Cool as it looks like Deep Snow and you can walk through them! I watched a spider crawl thru then vanish into the snow)
Will I have to eliminate the use of elements or change "texture"/"#texture" into "model"/"#model"? So lost as to what to do.
"elements": [
{ "from": [ 0, 0, 0 ],
"to": [ 16, 2, 16 ],
"faces": {
"down": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture", "cullface": "down" },
"up": { "uv": [ 0, 0, 16, 16 ], "texture": "#texture" },
"north": { "uv": [ 0, 14, 16, 16 ], "texture": "#texture", "cullface": "north" },
"south": { "uv": [ 0, 14, 16, 16 ], "texture": "#texture", "cullface": "south" },
"west": { "uv": [ 0, 14, 16, 16 ], "texture": "#texture", "cullface": "west" },
"east": { "uv": [ 0, 14, 16, 16 ], "texture": "#texture", "cullface": "east" }
}
}
]
Can I somehow integrate the elements code into my custom snow_0, snow_1, snow_2 models?
I'm confused, what is it exactly you're trying to do?
Whatever it is, it seems like you're going about it all wrong. I'm not sure what you're trying to do with the elements and texture assignments, but I can assure you that it does not work like that.
The "elements" section is the model itself, that's why you got what looked like a full block of snow. The #texture part is what's replaced by either the "texture" section at the top of the file or in the "child file".
Now, if I understand you correctly when you say "Can I make my snow_layer model use multiple textures instead of only 1?" then that has a simple answer:
1. Remove the snow files you've done so far (blockstate files, model files, child files, etc.)
2. Copy the vanilla snow models (yes, the ones with "elements" in them) as is from the vanilla .JAR into your resource pack (in the proper location)
3. Replace "texture": "blocks/snow" with the desired texture in each snow model. Best use textures related to the model, like "texture": "blocks/snow_height6" for snow_height6.json
4. (optional) if this is for your own resource pack that you plan on having fully featured, it's best to use custom texture folders, like instead of the previous example, you'd do "texture": "custom_blocks/snow_height6" or even possibly "texture": "custom_blocks/snow/snow_height6"
"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
Thank you for helping me. Here is my best explanation of what I want to achieve.
I am getting into alternate textures. I have successfully done multiple grass, sand, cobblestone, ladder and finally snow blocks.
"3. Replace "texture": "blocks/snow" with the desired texture in each snow model."
Correct which I have done and is 1/2 of what I want to accomplish.
I can only successfully change Each Layer to have its own single texture. Shown here.
I now want to make Each of the snow_layers to have Multiple alternate textures. (If even possible)
I cannot find a way to have my blockstate "snow_layer" pointing to "layers=1" "model": "snow_height2" to have multiple textures.
I tried doing this and nothing is broken, but still no alternate snow layers as shown below. It only shows texture from snow_height2 I believe.
{
"variants": {
"layers=1": {
"model": "snow_height2",
"model": "snow_height2_0",
"model": "snow_height2_1",
"model": "snow_height2_2" },
"layers=2": { "model": "snow_height4" },
I have taken the .json files directly from vanilla and altered them. So I feel that I'm on the right track from what you explained but agree that I was going about the elements the wrong way.
You need to specify the variants in an array (square brackets) instead of curly brackets. If you do not know what I mean, check out the default grass for an example, or use code similar to the following:
{
"variants": {
"layers=1": [
{ "model": "snow_height2" },
{ "model": "snow_height2_0" },
{ "model": "snow_height2_1" },
{"model": "snow_height2_2" }
],
"layers=2": { "model": "snow_height4" }
}
}
EDIT: Derp. Knightminer answered your question before I posted, let alone saw 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
EDIT: Bravo Knight, That was my problem the bracket. probably a missing comma as well lol
Thank you insomniac as well. you both are awesome, made my week!
So now I not only have different textures for each snow layer, but multiple textures for each height. So happy
Yeah I make no sense at all right now, lol my brain is mush. My Point: All layer heights are random now lol Thank you
Hi Knight,
yes I do have that enabled as I see my other blocks being alternates, even snow blocks.
I may not be explaining correctly. So I apologize for any confusion guys.
I can make all snow_layers each have their own unique single texture, but I want to go more complex.
I cannot make Each Layer to have random textures.
Just cannot seem to get complex with snow_layers and each layer having multiple textures. :/
I have done this, of course to achieve single unique snow_layers (not variants)
{
"textures": {
"particle": "blocks/snow",
"snow_top": "blocks/snow_2",
},
"elements": [
So am I only able to use "bottom,top,N,S,W,E"? ("bottom": "blocks/snow_0",) and ("top": "blocks/snow_1",) and "N,S,W,E"(side) etc for snow_layers?
I still cannot have more than 1 "top" texture right? Should I just delete the elements code lol
No matter what i do, layer=1 snow_height2 will only show 1 texture only (besides bottom, and sides which I can change).