Is there a way to make it so if there's a block above the block it'll be different, so if you have a stack of the same block, the top block would be different.
As an aside, if I increase the weighting on the primary sand texture, do I have to keep it proportional to how many textures I intend to use for my alternates, or can I increase it to effectively offset the 'randomized' textures?
The numbers you use for weighting need have no connection to the number of textures.
Is there a way to make it so if there's a block above the block it'll be different, so if you have a stack of the same block, the top block would be different.
Not with blockmodels. For that you need the CTM features MCPatcher and Optifine provide.
Not with blockmodels. For that you need the CTM features MCPatcher and Optifine provide.
That's a bummer. I was wanting to make brick blocks look like they do in Super Mario Bros., where the top block would have a white top and the blocks below it wouldn't have that.
The stuff I found out about models and blockstates is still really cool, though.
If you don't want to follow the link of someone you don't know, you can reach it by googling Vox populi minecraft, it's in the forums, under What's new, with the title Pack jsons? Help with resource pack, please.
I've made a pack for my personal use, taking parts I like from different packs, and putting them into mine. I have most of what I want, but still would like "random" passive mobs. I've never used jsons before, but I think it's what would be able to help me. At the least, direct me to someone's pack who has a json for passive mob textures, & I'll work with what I can.
Thanks for any help.
Edit: I just realize, I've posted on here before, probably about the same thing, though I'm too lazy to find it right now.
If you don't want to follow the link of someone you don't know, you can reach it by googling Vox populi minecraft, it's in the forums, under What's new, with the title Pack jsons? Help with resource pack, please.
I've made a pack for my personal use, taking parts I like from different packs, and putting them into mine. I have most of what I want, but still would like "random" passive mobs. I've never used jsons before, but I think it's what would be able to help me. At the least, direct me to someone's pack who has a json for passive mob textures, & I'll work with what I can.
Thanks for any help.
Edit: I just realize, I've posted on here before, probably about the same thing, though I'm too lazy to find it right now.
You cannot randomize mob textures without MCPatcher. There is a thread dedicated to MCPatcher help if you want to know how to do it using that
This might have already been answered, as I don't want to look through all 11 pages, but is there any way to make an alternate texture only appear in a certain biome?
Its not Possible to have the Old Metadatas Thing or?
Like you can give Coweb 16 Textures and give you via "give" like "give @a 30:2" - a Coweb with a Sub Id with a other Texture...
No. Metadatas are at least being phased out and at most don't exist at all. Items/blocks (like cobweb) that don't use metadata won't keep metadata (this was actually even true when metadata was a thing... different blocks had different amounts of unused metadata).
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 understand how to do normal blocks like stone, but how do logs work?
I have this in blockstates, with the corresponding models in models folder, and the corresponding textures in the texture folder, but I still get null purple and black birch logs:
I understand how to do normal blocks like stone, but how do logs work?
I assume this has to do with rotations or something. If anyone can help with this that'd be great!
You're missing the square brackets. Think about it like this: it's like doing random variations of stone BUT you do it like that for EACH variant. So, more like this:
"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
You're missing the square brackets. Think about it like this: it's like doing random variations of stone BUT you do it like that for EACH variant. So, more like this:
Is there a way to make it so if there's a block above the block it'll be different, so if you have a stack of the same block, the top block would be different.
The numbers you use for weighting need have no connection to the number of textures.
Not with blockmodels. For that you need the CTM features MCPatcher and Optifine provide.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
That's a bummer. I was wanting to make brick blocks look like they do in Super Mario Bros., where the top block would have a white top and the blocks below it wouldn't have that.
The stuff I found out about models and blockstates is still really cool, though.
Hello. First, I've posted what I'm looking for elsewhere, so, to save typing time, here's the link to it:
http://voxmc.com/forum/showthread.php?t=8588&p=53450#post53450
If you don't want to follow the link of someone you don't know, you can reach it by googling Vox populi minecraft, it's in the forums, under What's new, with the title Pack jsons? Help with resource pack, please.
I've made a pack for my personal use, taking parts I like from different packs, and putting them into mine. I have most of what I want, but still would like "random" passive mobs. I've never used jsons before, but I think it's what would be able to help me. At the least, direct me to someone's pack who has a json for passive mob textures, & I'll work with what I can.
Thanks for any help.
Edit: I just realize, I've posted on here before, probably about the same thing, though I'm too lazy to find it right now.
You cannot randomize mob textures without MCPatcher. There is a thread dedicated to MCPatcher help if you want to know how to do it using that
are biome dependent texture possible?
Not with this system unfortunately, just mcpatcher and optifine(?)
what would the files look like for making alternative textures for stone brick? Having a bit of trouble here
Then look at a pack that does that does the thing you want to do.
My Lithos has alternate textures for stone brick (and most common blocks), but so do many of the prominent packs.
• Follow Lithos on Twitter for release announcments
* Join the Lithos Discord for previews and to help
Can someone please give me a link to this thread? It took me 2 days to re-find this thread. I wasn't able to find it in my History.
Here is the thread for the MCPatcher stuff.
This might have already been answered, as I don't want to look through all 11 pages, but is there any way to make an alternate texture only appear in a certain biome?
Only using mcpatcher stuff (possibly includes optifine too). It's currently not possible to do via the vanilla modeling system...
I see.
No. Metadatas are at least being phased out and at most don't exist at all. Items/blocks (like cobweb) that don't use metadata won't keep metadata (this was actually even true when metadata was a thing... different blocks had different amounts of unused metadata).
"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! This helped alot
I understand how to do normal blocks like stone, but how do logs work?
I have this in blockstates, with the corresponding models in models folder, and the corresponding textures in the texture folder, but I still get null purple and black birch logs:
{
"variants": {
"axis=y": { "model": "birch_log" },
{ "model": "birch_log1" },
{ "model": "birch_log2" },
{ "model": "birch_log3" },
"axis=z": { "model": "birch_log" },
{ "model": "birch_log1" },
{ "model": "birch_log2" },
{ "model": "birch_log3", "x": 90},
"axis=x": { "model": "birch_log" },
{ "model": "birch_log1" },
{ "model": "birch_log2" },
{ "model": "birch_log3", "x":90, "y":90},
"axis=none": { "model": "birch_bark" }
}
}
I assume this has to do with rotations or something. If anyone can help with this that'd be great!
You're missing the square brackets. Think about it like this: it's like doing random variations of stone BUT you do it like that for EACH variant. So, more like this:
{
"variants": {
"axis=y": [{"model": "birch_log"}, {"model": "birch_log1"}, {"model": "birch_log2"}, {"model": "birch_log3"}],
"axis=z": [{"model": "birch_log"}, {"model": "birch_log1"}, {"model": "birch_log2"}, {"model": "birch_log3", "x": 90}],
"axis=x": [{"model": "birch_log"}, {"model": "birch_log1"}, {"model": "birch_log2"}, {"model": "birch_log3", "x":90, "y":90}],
"axis=none": { "model": "birch_bark" }
}
}
"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 so much!
Oops...
These birch logs should all be pointing sideways, but it seems all but one texture doesn't go sideways. Any ideas why?