It's funny you should mention that because the very best thing I did was make a custom texture for the top of brick slabs so they have a herringbone pattern. Might do one for the top of cobblestone slabs so it looks like old fashioned cobbles.
How do you get alternating AND random textures? For example two texturesfor stone, which both are alternating like default stone (y=180/270 etc). I tried it and the result was a missing texture
Not sure if you still need help with this or not as I haven't replied to this thread for a while (must not have seen the notification, sorry!) but I'll quickly write something up. Could be another useful thing for the guide. It can get a little complex!
You could re-add the weights now too, the issue with the one in the post just above the one that worked is that you were missing a comma at the end of the line: { "model": "stone_mirrored", "y": 180, "weight": 5 }
If you add the weights into the file that's already working it should work perfectly too. Anyways, glad it's working for you now!
I've done the exact same thing more than once... That's why I mentioned to check your commas in the guide (probably a few times too, it's amazing how something that small can cause such big issues :P)
Just want to say that this short tutorial was much more helpful than any of the other ones out there. Sadly, I use 1.7.10 for most of my minecraft stuff so I won't be able to use alternate textures, though. I still plan to make a fandom themed texture pack if I ever get the time though. Having never touched javascript and code before, all the .json files were confusing and intimidating, but you really made them seem super simple. So thanks for typing this up.
Sorry I been looking for ages and not found anything like this maybe I was just asking all the wrong questions but this helps me a little bit if I could just get a little more info so far it looks like I could do what I been trying to do for a while now. I'm new at ... well pretty much everything beyond default minecraft and simple texture packs and skin. I Want to add a new block in my resource pack and from the looks of this I might beable to use it however it will only make clay in the mesa have a couple different colors I'm not sure if this will actually do what I'm looking for so I'll say now what I'm wanting.
Basically I like the earthtone staned clay but I would also like to have a brighter alternitive. I think leaving the earthtones for the mesa would be best but I would like to add more color to the staned clay blocks for example I already made the textures for them and renamed them Hardend_clay_Stained_color2 color being the color like yellow or red or whatever I just copied the original file and added 2 at the end of them name and then retextured it with the brighter colors. I would like to lets use yellow for example. I want to get a yellow stained clay and use the same crafting recipe for making it from hardend clay but using yellow stained clay with more yellow and make a brighter yellow textured stained clay block so I can have both the earthtoned yellow and my new already textured brighter yellow stained clay. also like to add new bed colors a new color for each of the 16 wool colors. already have those textured and named as well but I don't know how to add them to the game as well as make the crafting recipee for it. the beds for example would simply be the default bed plus 1 color of wool and you would get a bed of whatever color of wool you used. basically the same as adding the new color stained clay by simply adding more of the same color to the already stained clay to make it a brighter steained clay.
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Hey XSSheep, thanks for taking the time to make this. It was really helpful in removing 90 degree rotation on my grass but keeping 180, and I'd like to use it to customize my pack further.
I'm trying to change the tallgrass to a white textured model based on biome... but the whole snowy=false/facing=east/etc examples on the blockstate page aren't very helpful. Are those hardcoded variables or are they meaningful and can I reuse them? Right now my tall_grass.json looks like this:
Ahh, I should really update the guide. The snowy grass thing is only for the grass texture, no other blocks (as far as I know) use the whole grass setup.
So your blockstates .json would look more like this:
Although you can't actually change the model of blocks per biome in vanilla (as in having a different textures or models for separate biomes). Currently you can only do this with optifine or mcpatcher.
Ahh, I should really update the guide. The snowy grass thing is only for the grass texture, no other blocks (as far as I know) use the whole grass setup.
Mycellium and podzol do, despite the fact that they don't actually use it in the vanilla game.
Not to mention that regular dirt inherits the state from podzol, but doesn't come with a model for it
No, the blockstate file for dirt only lists "normal" as a possible state. Is this something that somehow works in spite of a lack of listed state in the vanilla blockstate file? Do you have a proof of concept for this?
Finding these hidden things really gets me exited to make textures again!
No, the blockstate file for dirt only lists "normal" as a possible state. Is this something that somehow works in spite of a lack of listed state in the vanilla blockstate file? Do you have a proof of concept for this?
Finding these hidden things really gets me exited to make textures again!
Oh, no, I meant that regular dirt has a stored "snowy" state in-game, but the model files don't support it.
Sheep hasn't been on the site in 16 days. But he might make more tutorials in the future.
Thank you for your reply. I've been looking into some tutorials. I'm really interested in the more 3d advanced stuff. If you know of any good ones please let me know.
It's funny you should mention that because the very best thing I did was make a custom texture for the top of brick slabs so they have a herringbone pattern. Might do one for the top of cobblestone slabs so it looks like old fashioned cobbles.
I believe it would be like this:
This is taken from the grass example but basically you just need to add an extra line for each rotation in the blockstates file for the block.
So each texture variant of the block would have 4 separate blockstate lines, one for each stage of rotation.
You could re-add the weights now too, the issue with the one in the post just above the one that worked is that you were missing a comma at the end of the line: { "model": "stone_mirrored", "y": 180, "weight": 5 }
If you add the weights into the file that's already working it should work perfectly too. Anyways, glad it's working for you now!
Basically I like the earthtone staned clay but I would also like to have a brighter alternitive. I think leaving the earthtones for the mesa would be best but I would like to add more color to the staned clay blocks for example I already made the textures for them and renamed them Hardend_clay_Stained_color2 color being the color like yellow or red or whatever I just copied the original file and added 2 at the end of them name and then retextured it with the brighter colors. I would like to lets use yellow for example. I want to get a yellow stained clay and use the same crafting recipe for making it from hardend clay but using yellow stained clay with more yellow and make a brighter yellow textured stained clay block so I can have both the earthtoned yellow and my new already textured brighter yellow stained clay. also like to add new bed colors a new color for each of the 16 wool colors. already have those textured and named as well but I don't know how to add them to the game as well as make the crafting recipee for it. the beds for example would simply be the default bed plus 1 color of wool and you would get a bed of whatever color of wool you used. basically the same as adding the new color stained clay by simply adding more of the same color to the already stained clay to make it a brighter steained clay.
I tried this with stained clay blocks, but they showed up as the pink/black squares.
I checked the "," just to make sure as mentioned in the post about checking them and it looks right but not working
asset models folder:
{
"parent": "block/cube_all",
"textures": {
"all": "blocks/hardened_clay_stained_orange1"
}
}
assets blockstate folder:
{
"variants": {
"normal": { "model": "hardened_clay_orange" },
{ "model": "clay/hardened_clay_orange1" }
}
}
I also tried the grass thing. it didn't work either but it didn't show pink and black squares.
It just didn't show the alternates.
assets models
{
"parent": "block/grass",
"textures": {
"particle": "blocks/dirt",
"bottom": "blocks/dirt",
"top": "blocks/grass_top1",
"side": "blocks/grass_side",
"overlay": "blocks/grass_side_overlay"
}
}
did this same thing with "top": "blocks/grass_top2",
assets blockstate
{
"variants": {
"snowy=false": [
{ "model": "grass_normal" },
{ "model": "grass/grass_normal1" },
{ "model": "grass/grass_normal2" }
],
"snowy=true": { "model": "grass_snowed" }
}
}
I am using optifine so I don't know if that is messing with anything.
I'm trying to change the tallgrass to a white textured model based on biome... but the whole snowy=false/facing=east/etc examples on the blockstate page aren't very helpful. Are those hardcoded variables or are they meaningful and can I reuse them? Right now my tall_grass.json looks like this:
{
"variants": {
"snowy=false": { "model": "tall_grass" },
"snowy=true": { "model": "snowgrass" }
}
}
But no change appears.
So your blockstates .json would look more like this:
Although you can't actually change the model of blocks per biome in vanilla (as in having a different textures or models for separate biomes). Currently you can only do this with optifine or mcpatcher.
Mycellium and podzol do, despite the fact that they don't actually use it in the vanilla game.
Consistency: (n) - A concept lost on Mojang.
Not to mention that regular dirt inherits the state from podzol, but doesn't come with a model for it
Putting the CENDENT back in transcendent!
No, the blockstate file for dirt only lists "normal" as a possible state. Is this something that somehow works in spite of a lack of listed state in the vanilla blockstate file? Do you have a proof of concept for this?
Finding these hidden things really gets me exited to make textures again!
Oh, no, I meant that regular dirt has a stored "snowy" state in-game, but the model files don't support it.
Putting the CENDENT back in transcendent!
I look forward to any updates you'd like to make and any other information you feel like including.
Follow me on twitter @TRod_Planet for more updates on my texture.
Sheep hasn't been on the site in 16 days. But he might make more tutorials in the future.
Follow me on twitter @TRod_Planet for more updates on my texture.
Thank you for your reply. I've been looking into some tutorials. I'm really interested in the more 3d advanced stuff. If you know of any good ones please let me know.
Follow me on twitter @TRod_Planet for more updates on my texture.