I'm guessing that if there's going to be NPC villages, there's also going to be creatures to populate them. Pigmen have already been confirmed, so my money is on them being the new mob.
The sheers could use a better sprite. Seriously, how many people on this thread have looked at that and said to themselves "Oh, those are sheers!" Thinking 'bottle' seems to be more the standard. I personally thought it was a pair of tongs and wondered if this meant that 1.8 would have salads. :tongue.gif:
There's my take on NPC villages: I want them to work, but I doubt they will. Here's my reasoning: remember when you were new to Minecraft and you were out wandering and came across something cool? A natural waterfall that cascaded beautifully down a hill or mountain, or a gigantic cave with trees growing inside, or an exposed dungeon, or even just a lava pool? Remember how cool that was? That'll be the same feeling the first time you see an NPC village.
But after the first few, it'll be less likely to impress, just as it is with everything else. Minecraft is a great game that's always full of surprises. Just when we think we've seen all of it's examples of beauty another comes along to amaze us. But the longer we play, the fewer and farther between these become. What will start out as "Oh cool, a village that I didn't build" will quickly turn into "Checklist: 1) Steal their stuff. 2) Take useful materials from their houses. 3) Genocide. 4) Build something cool on the ashes."
Some people will get to that point more quickly than others. Speaking for myself, I think it'd happen really quickly. :sad.gif:
Thankfully it'll take about a week for someone to make a mod to turn them off even if the Mojang team doesn't have the wisdom to make it optional. :wink.gif: Modders are AWESOME!!! :biggrin.gif:
So yea, I'm not too worried about it even though it's not something I'm looking forward to.
If Notch wants to use NPC villages to encourage me to explore, he's going to need to pull off something really spectacular. If I ever start thinking "Oh, it's another village." then they stop doing their jobs. On the other hand, if each one is unique then it'll be worth it. Different architecture styles to inspire me, many races of NPCs, unique cultures in each village... these are things that would work for me. Being able to feel like this world is populated not just by NPCs... but by people would make exploration a worthy pursuit is what I've thus far treated as by big ol' box o' Legos.
Because really, if I want to see villages that I didn't build I'd just go join a server. :dry.gif:
Yea, I'm a hard sell on this one. Hopefully Notch understands that everyone plays Minecraft a little differently and won't try to shove RPG elements down our throats. I can play RPGs anytime. When I'm here, I want to play Minecraft.
TLDR: I'm not sold on the NPC village thing, and think they would have to be really spectacular to motivate me to explore. If it isn't, it's a waste.
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What exactly are you trying to accomplish? Your title is vague and tells us nothing about what you've actually done to try to accomplish your goals, which is the only way we're going to know how to guide you. More information is always better than less.
Please help us to help you.
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Insisting that you've done things correctly isn't really useful information. Clearly you made a mistake somewhere, so telling us what you've actually done is far more likely to get you information.
Please post your crimson door blockstate file (with file name), the model file(s) (with file names), and anything else that could be relevant to the discussion. More information is always better than less.
Please help us to help you.
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The request is from 2012. If the poster hasn't found someone to do the job in the last decade, chances are it is not longer desired.
As this thread is VERY out of date, I'm going to lock it.
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Put simply, no. Resource Packs are designed to change the look of the game and not affect gameplay changes.
You'll need to make a mod to do this. A Data Pack might work but I don't know enough about Data Packs to say that with any certainty.
Sorry to be the bearer of bad news.
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Well for starters it seems like that file is at least partially corrupt. Trying to extract any of the text files causes my archival software to throw an error. I suggest re-zipping it from your uncompressed files and trying it again.
I hope that helps you.
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For starters, leaves have a color overlay that the game adds. If you didn't edit the model to remove the tintindex, that'll continue to be applied.
As for the transparency... you made a mistake. I've no idea what mistake you didn't post the actual texture itself. Screenshots aren't useful for this. So if you'd like further assistance, please post your actual texture file.
I hope that helps you.
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Not with modeling, but you can change which model files are called upon in those instances.
Look in the /blockstates/ folder and you'll find a master list of pretty much every block in the game. Opening these .json files in Notepad++ will reveal some pretty arcane markup, but most of it is simple enough to understand what you're looking at once you analyze it... assuming you know a lot about how Minecraft works that is.
The short version is that it's a cascading system of files. The sequence of events goes something like this:
1) Minecraft asks for a specific block.
2) It looks for it in the /blockstates/ folder
3) The blockstate file then asks MC what state the block is in, and returns one or more model files specified.
4) The model file(s) that the blockstate asks for then check to see if they have parent models.
4a) If they do, those are summoned and the first model file applies textures to them.
4b) Otherwise, it just uses its own geometry and applies textures to that.
5) This whole chain of events then returns the proper block to Minecraft which displays it.
It's a bit hard to explain without diagrams, but the simplest way to learn is just to read the files and realize that each one is pointing to the next in the change. The blockstate to a model to a texture (and maybe a parent model).
I hope that helps you.
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Right. What you need to do is actually edit the model files (they're just text files that can be edited in something like Notepad++) to assign a new texture to them. Because they're different .json files you can edit each one to draw from a different texture, even going so far as to just totally make up a completely new texture if you so desire. If you just edit the textures, though, they'll apply to everything that draws on them.
Does that make sense? If not, let me know and I'll go more in-depth.
I hope that helps you.
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To put it simply, yes. They're separate models and so of course you can assign different textures to them.
I hope that helps you.
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Well, it depends. What do you want them to look like versus how they actually look?
If you want to utilize the color overlays then make your textures as close to white as possible. That way the colors will blend more naturally.
If you don't want to use the overlay colors, you'll need to edit the model file to put your colored textures on another layer while providing an empty (totally transparent) texture for the auto-colored layers. (I'm not 100% sure this works having never tried it so if it doesn't work, my apologies.)
I hope that helps you.
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Well if you insist that everything is correct then it is actually working. That's not a problem, and thus requires no solution.
Hope that helps you!
...
But in the off chance something is wrong, perhaps you should post your files here so that we can see what you've done rather than trying to guess the error from vague descriptions and an insistence that you've done everything correctly despite evidence to the contrary. A session log (.minecraft/logs/latest.log) from a game where you've tried your pack would also be helpful.
Please help us to help you.
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Yes. I believe you can set shade and ambientocclusion to false in the model file. Obviously you'll need to make new models for the blocks you want to do this with since you can't change these properties from parent models. Here's an example of glowstone.json from my own pack here I do this exact thing:
I hope that helps you.
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Please post your own thread in the Resource Packs Help forum detailing exactly what you wanted to accomplish, all the steps you took to accomplish it, all of the relevant files, and what is happening (or not happening) differently than expected.
As the original question has long since been resolved, I'm going to lock this thread.
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What are the contents of your emissive.properties file, and which folder is it in relative to /assets/ ?
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Make sure you're using the latest Optifine since that's the only way to get custom loading screens. That said, not all Optifine features may be fully ported to 1.19 yet, so you may just need to be patient.
I hope that helps you.