Doing it on X seems to lock the rotation of the sideways pillar to only face east/west with north and south still being vertical.
These were all placed by facing the center pillar.
Doing it on X seems to lock the rotation of the sideways pillar to only face east/west with north and south still being vertical.
These were all placed by facing the center pillar.
with out the mesh.
Keeping it at Y locks it all vertical.
I'm really not sure how to do this.
"x" rotates the model around the x-axis. "y" rotates the model around the y-axis. Use a combination of the two to rotate the models into position. Here's an example of the ladder models in my texture pack, which use the same model as rails.
{
"__comment": "Fair warning, this format is highly likely to change even more in the future!",
"variants": {
"north": { "model": "argon_rail_flat", "x": 270, "y": 180 },
"east": { "model": "argon_rail_flat", "x": 270, "y": 270 },
"south": { "model": "argon_rail_flat", "x": 270 },
"west": { "model": "argon_rail_flat", "x": 270, "y": 90 }
}
}
I also posted what each of the arguments do a few pages back.
The things I hate about Cubik are... It's Windows only,(I'm using Linux Mint), the lite version can't do anything and the pro version is overpriced.
Well here is my sollution. Yes it is a WIP but it can help make models way faster.
I do have to credit insomniac_lemon for his tutorial, because otherwise I would still be looking for resources on making models.
Hope you enjoy
i have seen that you can set a random x y z offset, but is it possible to set a random rotation? anyone?
Nope, sorry. X/Y/Z offset was specifically added to make tall grass "look more natural", so a random rotation wasn't implemented because Mojang never had need for that feature. Anything that needs random rotation currently (say, pumpkin patches) are done so when generated.
"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, sorry. X/Y/Z offset was specifically added to make tall grass "look more natural", so a random rotation wasn't implemented because Mojang never had need for that feature. Anything that needs random rotation currently (say, pumpkin patches) are done so when generated.
Also, what do you want it for, flowers?
For ferns. Im making them into gravestones that only show on two sides and not four as with other flowers.
Good thing the resource pack I'm working on is for an adventure map then, right?
Not really.
Glendale started out as a pack for an adventure map by the same name... the map for several K in downloads... the pack.. 12... not 12k.. just 12.
Most people will just use packs they are use to rather then packs made just for a map. I see it all the time even on video playthroughs to maps... most wont use the pack for the map sadly.
Not really.
Glendale started out as a pack for an adventure map by the same name... the map for several K in downloads... the pack.. 12... not 12k.. just 12.
Most people will just use packs they are use to rather then packs made just for a map. I see it all the time even on video playthroughs to maps... most wont use the pack for the map sadly.
Well, can't you bundle packs right with maps now, so they are automatically used if included? I'd imagine if that's working anyone could use the pack they want, and your map-pack will go just above it only replacing the needed things.
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
Hi,
I've been attempting to model my Red Mushroom for quite a while now, but haven't gotten much further than modelling the bottom layer of pixels.
Sorry, but apart from being a total JSON noob I'm also a noob at this forums stuff, so I have no idea how to enlarge the mushroom without mucking up the picture quality.
Help?
-dia
Hi,
I've been attempting to model my Red Mushroom for quite a while now, but haven't gotten much further than modelling the bottom layer of pixels.
Sorry, but apart from being a total JSON noob I'm also a noob at this forums stuff, so I have no idea how to enlarge the mushroom without mucking up the picture quality.
Help?
-dia
I can't help you if I don't know what you're having trouble with.
What's happening, don't know what to do, is trying to add more boxes breaking the model, or what?
If your model is breaking when you're trying to add more boxes, most importantly: make sure you're trying to add it in the right place, and make sure the FIRST element has a comma behind it, and all after that but the LAST. If you're not sure where the element structures go, try and find where your first element starts, count all of the "open" brackets, and then count all of the "close" brackets. When you get back to 0, that is the end of that element. When you get to your last element, add extra line breaks so this is clear. If you're frequently confused on where elements are, try restructuring them. I at least recommend putting each side of the cube (faceData) in row form (1 row per side) rather than block form (it's way easier this way).
Does that cover your issue?
Also, resizing images: resize your image in whatever image editor you use, and set interpolation to "none" or "nearest neighbor.
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 have been able to model the bottom part of my mushroom, I just have no idea whatsoever on how to model anything above that.
Picture size is 128x128, native (on resource pack) size is 16x16
What do you mean? It's just like modelling what you've already modeled, only a new element with different from/to and UV coordinates.
As I state in the guide, the best thing to do is to have your design in mind before you start. Use your image editor to draw out each side as you envisioned them, with front/top/left as needed, with each element in a different contrasting color, in order to pic your coordinates from.
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 still don't know about how to put the texture UV thing in the order, like as in the numbers.
what do they mean anyways? like
"uv": [ _, _, _, _ ],
I don't know where the values go, and I don't know which values go in there! D:<
i still don't know about how to put the texture UV thing in the order, like as in the numbers.
what do they mean anyways? like
"uv": [ _, _, _, _ ],
I don't know where the values go, and I don't know which values go in there! D:<
The format is x1, y1, x2, y2. These are the top left and bottom right coordinates, which defines a rectangle to be used as a texture on that face.
For instance, I'm thinking that you'll likely want to use
"uv": [ 4, 7, 12, 10 ]
for the side of the largest section of the mushroom.
That is, if you're using your texture as your model reference. I honestly can't tell in some parts if they are smaller than your texture or just have a broken mapping. If you are, your numbers don't look correct to me at all. If you're using the steps from my guide, make sure that you're getting the coordinates properly.
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
So, i punched in the numbers for the largest part of my mushroom. It worked. Then I realised (after some editing) that the top part of the mushroom is actually a small part underneath the big part, so I put in the numbers. The tutorial said to add 1 to X2&Y2, so I did that. This happened:
I don't know what I'm doing wrong! If it helps, I am getting the coordinates for applying the textures directly from the texture. The bottom part of the mushroom is there, you just gotta look a bit closely, cause of the mycelium.
So, i punched in the numbers for the largest part of my mushroom. It worked. Then I realised (after some editing) that the top part of the mushroom is actually a small part underneath the big part, so I put in the numbers. The tutorial said to add 1 to X2&amp;Y2, so I did that. This happened:
-snip-
I don't know what I'm doing wrong! If it helps, I am getting the coordinates for applying the textures directly from the texture. The bottom part of the mushroom is there, you just gotta look a bit closely, cause of the mycelium.
I think you messed up some of your numbers, then. It looks like maybe you added 1 to the wrong coordinates? Flip the image, hover over the top-left pixel of the selection you want (x1, y1), should be used as is, hover over the bottom-right pixel you want (x2, y2) and add 1 to both.
Also, still a little confused on what was what, but assuming you did the bottom elements first:
Upper base, you have
"from": [ 7, 1, 7 ],
"to": [ 10, 2, 10 ],
Should be:
"from": [ 6, 1, 6 ],
"to": [ 10, 2, 10 ],
Stem, you have:
"from": [ 8, 2, 8 ],
"to": [ 9, 6, 9 ],
Should be:
"from": [ 7, 2, 7 ],
"to": [ 9, 5, 9 ],
Mush. head seg. 1, you have:
"from": [ 7, 6, 7 ],
"to": [ 10, 7, 10 ],
Should be:
"from": [ 6, 5, 6 ],
"to": [ 10, 6, 10 ],
Mush. head seg. 2 (largest), you have:
"from": [ 6, 10, 6 ],
"to": [ 11, 11, 11 ],
Should be:
"from": [ 4, 6, 4 ],
"to": [ 12, 9, 12 ],
Mush. head seg. 3, you have:
"from": [ 7, 11, 7 ],
"to": [ 10, 12, 10 ],
Should be:
"from": [ 5, 9, 5 ],
"to": [ 11, 10, 11 ],
Mush. head seg. 4, you have:
???? You don't have one here.....
elements aren't in order? (probably why I'm so confused....)
You might want to go over your UV coords, too, because if your regular coords are off, no doubt your UV coords are, too.
And I hate to break it to you (in an apathetic, figure of speech kinda way at least)..... but you won't be able to texture the top/bottom faces of your mushroom head with a nice texture. The largest segment, for example, would need an 8x8 texture, even though only the outer ring of that would be available, but you only have an 8x3 rectangle available.
So what do you do? Well, you need to use a single red pixel for the texture. It'll stretch it and be flat red. It won't be too bad considering only the 1px ring will be visible anyways. That's really the only way now (besides changing the texture, and/or making a new model) until texture specification is added, allowing you to define your own texture sources. I'm not sure if you tried to fix this somehow already (not sure with your UV coords) but figured I'd mention that.
Also, remember that the top 2 segments don't need bottoms, and the bottom segment doesn't need a top, because they're not visible anyways! Same goes for the top/bottom of the stem, and the bottoms of the base pieces. Optimize the mesh!
Removing faces is done just by removing that line from the faceData block. So this would be your mushroom base with no bottom face:
Also not how much cleaner that looks in block form than vanilla's formatting
(EDIT: tabs don't carry over well into the code element, though)
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
Nope! I didn't flip it. I just used the regular texture from my pack. And I swapped out the values for the ones u gave me...turned out as a deformed...thing....
Nope! I didn't flip it. I just used the regular texture from my pack. And I swapped out the values for the ones u gave me...turned out as a deformed...thing....
No.... I realized that shortly after posting, look again.... your numbers just confuse me. I was looking at one of them and it seemed like they looked all the same, and then I looked at others and I could see you flipped them properly.
You mean the ones I just posted? They should be right, unless I'm about more confused than I was realized I thought I was being........ of?
You'll probably need to update your UV coords as well, or else it would look deformed. Make your texture file a solid color and see what it looks like.
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
solid colors model. The model itself is how I want it, only problem is texture placement.If it helps, here is the solid colours:
only the textures that are actually used are solid colors, if they're not in the model I didn't color them
Doing it on X seems to lock the rotation of the sideways pillar to only face east/west with north and south still being vertical.
These were all placed by facing the center pillar.
with out the mesh.
Keeping it at Y locks it all vertical.
I'm really not sure how to do this.
"x" rotates the model around the x-axis. "y" rotates the model around the y-axis. Use a combination of the two to rotate the models into position. Here's an example of the ladder models in my texture pack, which use the same model as rails.
I also posted what each of the arguments do a few pages back.
Putting the CENDENT back in transcendent!
Well here is my sollution. Yes it is a WIP but it can help make models way faster.
I do have to credit insomniac_lemon for his tutorial, because otherwise I would still be looking for resources on making models.
Hope you enjoy
hello, check this out!
Nope, sorry. X/Y/Z offset was specifically added to make tall grass "look more natural", so a random rotation wasn't implemented because Mojang never had need for that feature. Anything that needs random rotation currently (say, pumpkin patches) are done so when generated.
Also, what do you want it for, flowers?
"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
For ferns. Im making them into gravestones that only show on two sides and not four as with other flowers.
hello, check this out!
Not really.
Glendale started out as a pack for an adventure map by the same name... the map for several K in downloads... the pack.. 12... not 12k.. just 12.
Most people will just use packs they are use to rather then packs made just for a map. I see it all the time even on video playthroughs to maps... most wont use the pack for the map sadly.
Well, can't you bundle packs right with maps now, so they are automatically used if included? I'd imagine if that's working anyone could use the pack they want, and your map-pack will go just above it only replacing the needed things.
"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 attempting to model my Red Mushroom for quite a while now, but haven't gotten much further than modelling the bottom layer of pixels.
Sorry, but apart from being a total JSON noob I'm also a noob at this forums stuff, so I have no idea how to enlarge the mushroom without mucking up the picture quality.
Help?
-dia
http://hypixel.net/threads/diax-resource-pack.199998/
I can't help you if I don't know what you're having trouble with.
What's happening, don't know what to do, is trying to add more boxes breaking the model, or what?
If your model is breaking when you're trying to add more boxes, most importantly: make sure you're trying to add it in the right place, and make sure the FIRST element has a comma behind it, and all after that but the LAST. If you're not sure where the element structures go, try and find where your first element starts, count all of the "open" brackets, and then count all of the "close" brackets. When you get back to 0, that is the end of that element. When you get to your last element, add extra line breaks so this is clear. If you're frequently confused on where elements are, try restructuring them. I at least recommend putting each side of the cube (faceData) in row form (1 row per side) rather than block form (it's way easier this way).
Does that cover your issue?
Also, resizing images: resize your image in whatever image editor you use, and set interpolation to "none" or "nearest neighbor.
"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
Picture size is 128x128, native (on resource pack) size is 16x16
http://hypixel.net/threads/diax-resource-pack.199998/
What do you mean? It's just like modelling what you've already modeled, only a new element with different from/to and UV coordinates.
As I state in the guide, the best thing to do is to have your design in mind before you start. Use your image editor to draw out each side as you envisioned them, with front/top/left as needed, with each element in a different contrasting color, in order to pic your coordinates from.
"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
what do they mean anyways? like
"uv": [ _, _, _, _ ],
I don't know where the values go, and I don't know which values go in there! D:<
http://hypixel.net/threads/diax-resource-pack.199998/
it shows up like this:
Here is the broken magic:
http://hypixel.net/threads/diax-resource-pack.199998/
The format is x1, y1, x2, y2. These are the top left and bottom right coordinates, which defines a rectangle to be used as a texture on that face.
For instance, I'm thinking that you'll likely want to use
for the side of the largest section of the mushroom.
That is, if you're using your texture as your model reference. I honestly can't tell in some parts if they are smaller than your texture or just have a broken mapping. If you are, your numbers don't look correct to me at all. If you're using the steps from my guide, make sure that you're getting the coordinates properly.
"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 don't know what I'm doing wrong! If it helps, I am getting the coordinates for applying the textures directly from the texture. The bottom part of the mushroom is there, you just gotta look a bit closely, cause of the mycelium.
http://hypixel.net/threads/diax-resource-pack.199998/
I think you messed up some of your numbers, then. It looks like maybe you added 1 to the wrong coordinates? Flip the image, hover over the top-left pixel of the selection you want (x1, y1), should be used as is, hover over the bottom-right pixel you want (x2, y2) and add 1 to both.
Also, still a little confused on what was what, but assuming you did the bottom elements first:
Upper base, you have
Should be:
Stem, you have:
Should be:
Mush. head seg. 1, you have:
Should be:
Mush. head seg. 2 (largest), you have:
Should be:
Mush. head seg. 3, you have:
Should be:
Mush. head seg. 4, you have:
Should be:
There's also this little gem:
You might want to go over your UV coords, too, because if your regular coords are off, no doubt your UV coords are, too.
And I hate to break it to you (in an apathetic, figure of speech kinda way at least)..... but you won't be able to texture the top/bottom faces of your mushroom head with a nice texture. The largest segment, for example, would need an 8x8 texture, even though only the outer ring of that would be available, but you only have an 8x3 rectangle available.
So what do you do? Well, you need to use a single red pixel for the texture. It'll stretch it and be flat red. It won't be too bad considering only the 1px ring will be visible anyways. That's really the only way now (besides changing the texture, and/or making a new model) until texture specification is added, allowing you to define your own texture sources. I'm not sure if you tried to fix this somehow already (not sure with your UV coords) but figured I'd mention that.
Also, remember that the top 2 segments don't need bottoms, and the bottom segment doesn't need a top, because they're not visible anyways! Same goes for the top/bottom of the stem, and the bottoms of the base pieces. Optimize the mesh!
Removing faces is done just by removing that line from the faceData block. So this would be your mushroom base with no bottom face:
Also not how much cleaner that looks in block form than vanilla's formatting
(EDIT: tabs don't carry over well into the code element, though)
"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
http://hypixel.net/threads/diax-resource-pack.199998/
No.... I realized that shortly after posting, look again.... your numbers just confuse me. I was looking at one of them and it seemed like they looked all the same, and then I looked at others and I could see you flipped them properly.
You mean the ones I just posted?
They should be right, unless I'm about more confused than I was realized I thought I was being........ of?
You'll probably need to update your UV coords as well, or else it would look deformed. Make your texture file a solid color and see what it looks like.
"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
only the textures that are actually used are solid colors, if they're not in the model I didn't color them
http://hypixel.net/threads/diax-resource-pack.199998/