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  • 1

    posted a message on blockstate changes on melon_stem not working

    Yes, this is definitely possible. Here's what I have. (Working in 1.12.2)


    Before:


    After:


    Code:

    {
        "variants": {
            "age=0,facing=up": { "model": "red_concrete" },
            "age=1,facing=up": { "model": "orange_concrete" },
            "age=2,facing=up": { "model": "yellow_concrete" },
            "age=3,facing=up": { "model": "lime_concrete" },
            "age=4,facing=up": { "model": "green_concrete" },
            "age=5,facing=up": { "model": "blue_concrete" },
            "age=6,facing=up": { "model": "purple_concrete" },
            "age=7,facing=up": { "model": "magenta_concrete" },
            "facing=west": { "model": "melon_stem_fruit" },
            "facing=east": { "model": "melon_stem_fruit", "y": 180 },
            "facing=north": { "model": "melon_stem_fruit", "y": 90 },
            "facing=south": { "model": "melon_stem_fruit", "y": 270 }
        }
    }

    (The values for model automatically start at 'assets/minecraft/models/block/...')


    Hope this helps.
    Mihro

    Posted in: Resource Pack Help
  • 1

    posted a message on blockstate changes on melon_stem not working

    Hey worldwideguy


    If your model has the right shape but is showing the missing texture then it is a texture problem. (Your code looks fine.)

    Things to check:

    • Your texture is saved at 'assets/minecraft/textures/blocks/nightshade.png'
    • Your texture is a png
    • Your texture is square
    • You're not doing this on the 1.13 snapshots. ('blocks' has changed to 'block')

    Those are the common things to check that I can think of at the moment.

    If there's still a problem then could you supply some more examples/evidence (eg. folder structure, texture, blockstate file)

    Hope this helps.
    Mihro

    Posted in: Resource Pack Help
  • 2

    posted a message on Bow durability texture

    Hey peter9545


    When creating custom overrides, the order of your predicates is very important. Minecraft will always try to apply the lowest/last/newest predicate in the list which matches the current conditions of your model.


    I've restructured the json so that it first deals with all bow models of damage 0, increasing the pull state. Then it moves on to all bow models with damage 1, etc. From this, you should be able to tell the pattern if you want to expand further.


    {
     "parent": "item/generated",
     "textures": {
     "layer0": "items/bow_standby"
     },
     "display": {
     "thirdperson_righthand": {
     "rotation": [ -80, 260, -40 ],
     "translation": [ -1, -2, 2.5 ],
     "scale": [ 0.9, 0.9, 0.9 ]
     },
     "thirdperson_lefthand": {
     "rotation": [ -80, -280, 40 ],
     "translation": [ -1, -2, 2.5 ],
     "scale": [ 0.9, 0.9, 0.9 ]
     },
     "firstperson_righthand": {
     "rotation": [ 0, -90, 25 ],
     "translation": [ 1.13, 3.2, 1.13],
     "scale": [ 0.68, 0.68, 0.68 ]
     },
     "firstperson_lefthand": {
     "rotation": [ 0, 90, -25 ],
     "translation": [ 1.13, 3.2, 1.13],
     "scale": [ 0.68, 0.68, 0.68 ]
     }
     },
     "overrides": [
     {
     "predicate": {
     "damaged": 1,
     "damage": 0
     },
     "model": "item/compass_00"
     },
     {
     "predicate": {
     "pulling": 1
     },
     "model": "item/compass_01"
     },
     {
     "predicate": {
     "pulling": 1,
     "pull": 0.65
     },
     "model": "item/compass_02"
     },
     {
     "predicate": {
     "pulling": 1,
     "pull": 0.9
     },
     "model": "item/compass_03"
     },
     {
     "predicate": {
     "damaged": 0,
     "damage": 0.00260416666
     },
     "model": "item/clock_01"
     },
     {
     "predicate": {
     "pulling": 1,
     "damaged": 0,
     "damage": 0.00260416666
     },
     "model": "item/clock_02"
     },
     {
     "predicate": {
     "pulling": 1,
     "pull": 0.65,
     "damaged": 0,
     "damage": 0.00260416666
     },
     "model": "item/clock_03"
     },
     {
     "predicate": {
     "pulling": 1,
     "pull": 0.9,
     "damaged": 0,
     "damage": 0.00260416666
     },
     "model": "item/clock_04"
     }
     ]
    }

    (Code blocks aren't working atm so this is the best I could do.)


    (I used compasses & clocks for debugging. Feel free to change them back to 'bow' & 'bow1'.)


    Hope this helps.
    Mihro

    Posted in: Resource Pack Help
  • 1

    posted a message on Problem with custom block model

    Hey SomeoneInTheInternet


    The main problem is probably because of your file and folder names. In a resource pack, files and folders are not allowed to have any capital letters if you want it to work.

    "textures/entity/AnglerPiranium/14PartXIV.png" -> "textures/entity/anglerpiranium/14partxiv.png"

    (I'm not sure why you have the roman numerals at the end of the image name because you already have the same number at the start.)

    This means that you also have to change the paths to your textures in your json model, to lowercase.


    Hope that helps.
    Mihro.

    Posted in: Resource Pack Help
  • 1

    posted a message on I made a resource pack with custom splashes and they don't show up... please help

    Hey raxmar102


    In 1.7.10, I believe that splashes need to exist at "<res pack>/assets/minecraft/texts/splashes.txt". Check that and make sure the folder & file names are lowercase.

    Are you sure that your resource pack is applying when you tell it to?


    If those aren't the problems then could you provide a little more context about what & where the file is.
    Mihro

    Posted in: Resource Pack Help
  • 1

    posted a message on Items are glitching when in hand

    Hey Petervh1


    Sorry about the Deagle. It seems I accidentally left the character 'p' on the 108th line which caused the json to break. Here is the fixed file.

    If you ever have a model file break (looks like a purple & black cube) then one way to check for problems, is to paste the code into https://jsonlint.com/ and click the 'Validate JSON' button. It will tell you what and where errors are, if there are any.


    As for the rest of the models, the json model files clearly work because they all have the right shape and show in the right place.

    This means it's a texture problem. It could be:

    • The texture references in your model file are pointing to the wrong place.
    • The textures they need, are saved in the wrong place or with the wrong name.
    • The textures aren't square.
    • The textures needed don't exist.

    I'm guessing it's the second or fourth option in this case.

    In your resource pack, you should have the folders:

    - "<res pack>/assets/minecraft/textures/blocks/grenades/..."

    - "<res pack>/assets/minecraft/textures/blocks/colors/..."

    With all the relevant png files for your weapons inside. These can be cloned straight from the source pack, just make sure to use the same folder structure.


    Hope this helps.
    Mihro

    Posted in: Resource Pack Help
  • 1

    posted a message on Items are glitching when in hand

    Hey Petervh1


    Sorry it took me a while to get back to you; sleep then work then spending a stupid amount of time on this for you.


    Here's a link to my updated zip file where I've positioned them all for you.


    My process was a little lengthy but probably half of it was because I wanted the code to look neat.

    Essentially what I did, was:

    1. Open the model in Blockbench, ignoring the white/empty textures.
    2. Select all the elements (Ctrl+A)
      1. Transform > Center > Center Z (Or whichever axis is the gun width.)

    3. Move over to display mode.
    4. Go through each display type and change how it looks in the viewer.
      1. If I wanted the display to look mirrored in the left & right hands, then I used the copy + paste buttons (2 of the 4 Options buttons, under the sliders) then adjusted some values to make it sit right.

    5. I repeated this for all 12 models. Most used the same or similar values.

    That's all you really need to do to get them displaying right, I took extra time to format the code.


    With luck, the models should use the same texture they've always been using. Since they're already defined in the model file, Blockbench still keeps the textures defined in the code, even if it doesn't know what textures the model is talking about.


    Hope this helps and good luck to you.

    Mihro

    Posted in: Resource Pack Help
  • 1

    posted a message on Items are glitching when in hand

    Hey Petervh1


    I'm glad to report that there is no error here. It's just a simple case of adjusting the display values so that it's rotated, translated & scaled correctly for your hand/item frame.


    If you know how to write in json and want to try to fix it yourself, just follow the "display" part of the template on the Minecraft Wiki.


    Option 2 is to open your model up with Blockbench and adjust the display using its fancy sliders where you can see your changes in real-time.


    Option 3 is to just paste your code here and I, or some other kind person, will set the display values for you, to what we think they should look like.


    Hope this helps.
    Mihro.

    Posted in: Resource Pack Help
  • 1

    posted a message on See through models

    Hey Frappuchino77


    The reason for adjacent block faces is because of this thing that Minecraft does to optimize the game called 'face culling'. Basically, it unrenders the faces of two solid blocks right next to each other, that way you don't render millions of block faces that are unseen by the player.


    The fix for this is to replace a 'non-solid' block, such as one of the 17 types of glass. E.g. Name your model "glass_black.json" (if you're in 1.12).

    If you don't want to use glass then there are a few alternatives such as slabs, found in this list here. Not all are guaranteed to work the way you want.


    There are one or two more ways to prevent 'face culling' but this is definitely the easiest and simplest.


    Hope this helps.

    Mihro

    Posted in: Resource Pack Help
  • 1

    posted a message on Help with Damaged Item Variants

    When using "model": "...", the path always starts after the 'model' folder of a resource pack ('assets/minecraft/models/...').

    The 'path' is just the list of folders, in order, that you have to double-click on, to reach the file.

    I.E. 'models' folder inside a 'minecraft' folder, inside an 'assets' folder.


    For example, if I had my models stored like this.


    The path to the 'gauss_blue.json' file would be 'assets/minecraft/models/item/weapons/gauss_blue.json'


    When you make a predicate, you only need to add the part of the path that comes after 'assets/minecraft/models/...'.

    So following my example above, my predicate would only need to point to the part of the path in bold. 'assets/minecraft/models/item/weapons/gauss_blue.json'.

    Like this:

    { "predicate": {"damaged": 0, "damage": <decimal>}, "model": "item/weapons/gauss_blue"},

    Remembering that the predicate doesn't need the '.json' bit at the end of the path.


    Essentially what I'm saying is that you can save your custom model anywhere inside the 'models' folder, and with any name.


    Hope that clears things up a bit.

    Mihro.

    Posted in: Resource Pack Help
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