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    posted a message on Animated Texture Appears Broken

    Oh... I found the problem. And now I feel silly for how simple it was to fix. After trying a comparison with the vanilla files, turns out it was a naming issue. I should have named the file as "music_disc_11.png.mcmeta". I even got the higher resolution from before to work. Thanks for the help. Here's the result.

    Posted in: Resource Pack Help
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    posted a message on Animated Texture Appears Broken

    I'm trying to animate an item texture, but it doesn't work in my hand. Here's a question: Could file size cause this? The texture is 256x and contains 65 frames. That's 16,640 pixels tall and 151KB for a single asset. Could this be the issue? I doubt it's the .mcmeta file since it's only the basic animation instruction so far.

    edit: To further support my theory that the file size might be the problem, here's a second screenshot of what the game did from a previous attempt when the texture was 512x33280 and 400KB.

    Posted in: Resource Pack Help
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    posted a message on Multi-Texturing Help
    div class="quote-body">

    What, exactly are you trying to accomplish here? It looks like you're trying to add a top and bottom texture to the diamond block, however you haven't assigned a texture for the sides of the block (I'm assuming that first model should say it is in the blocks directory, not item) which I would imagine would be a problem. Your blockstate and item model files are identical to the default which means you could delete them out of your resource pack and it would do the same thing as including them.


    ...

    And the default item model and blockstate will handle the rest without needing to add or alter those files. Now, if you wanted to change the way the block looks in your hand- that would require adding and altering an item model file and if you wanted to see one or more manifestations of the block when placed in the world you would add and alter a blockstate file to inform the game what other model of the block you want to display.

    Your first post has display criteria listed in the blockstate file: what were you trying to do with that? The better you can describe what you are trying to accomplish, the more effectively we can help you.


    The page you linked to in your initial post is absolute garbage, what you need to be reading and referencing is here: https://minecraft.gamepedia.com/Model which has pretty much everything you need to know for vanilla modeling, it's a bit of a read but I think you'll notice an enormous difference in the degree of information provided between your page and the official wiki on the subject.


    Another beneficial tool of minecraft is the option to "Open output log when game starts" which you can find under your settings when you first start the launcher. If you enable this a debug window will appear that will throw warnings and errors associated with any texture pack texture, model or file that the game can't handle properly. It's an excellent tool for figuring out Why your current files aren't loading.


    Hope this information helps, happy modeling.


    Yes, it was my intention to add top and bottom textures to diamond blocks. I thought it would have been redundant to say it when I thought the code would speak for itself. But now I realize it wouldn't have made sense because it was that flawed? Yikes! Perhaps I should have clarified; sorry about that.

    Anyway, I included the item and blockstate .json's because the article I was reading led me to believe they were necessary. Also, I assumed it would default to vanilla textures if I left out calls for for the particle and face textures. Some vanilla files didn't even call for all of these, so I followed this example. After that pair of tweaks, it was a success! I'll also be sure to read that article you linked and use the output log for when I try something like this again. Thank you so much! I attached a screenshot of the in-progress textures that I was trying to apply to the block.

    As for what I was initially trying to do in blockstates, I'm not sure anymore.

    Posted in: Resource Pack Help
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    posted a message on Multi-Texturing Help

    Thanks for the help. I believe the item model and blockstates .json files are correct now, but I'm not sure what I should link the parent to for the block model. I assumed "parent": "block/diamond_block" would link to the block, not the json itself. As for the texture keys, they refer to custom files, not another block, if that's what you're saying. So here's what it looks like now, which produces no new result:

    assets/minecraft/models/item/diamond_block.json

    (I have noticed the mappings are sometimes either down/up or bottom/top. Not sure which is correct.)

    {
        "parent": "block/cube",
        "textures": {
    	"down": "block/diamond_block_bottom",
            "up": "block/diamond_block_top",
       }
    }

    assets/minecraft/models/item/diamond_block.json (Yes, I ment item here)

    {
    	"parent": "block/diamond_block"
    }

    assets/minecraft/blockstates/diamond_block.json

    {
        "variants": {
            "": { "model": "block/diamond_block" }
        }
    }

    Now I must sleep.

    Posted in: Resource Pack Help
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    posted a message on Multi-Texturing Help

    I'm trying to texture a diamond block, but it just shows up as a missing texture both in the world and my inventory, though I feel lucky to make it change at all. I've been messing around with it for awhile but with no luck, and the only advice out there is this guide.
    Can anyone tell me what I'm doing wrong? Below are the .json files and their directories.


    assets/minecraft/models/block/diamond_block.json

    {
    "parent": "block/diamond_block",
    "textures": {
    "top": "block/diamond_block_top",
    "bottom": "block/diamond_block_bottom",
    }
    }

    assets/minecraft/models/block/diamond_block.json

    {
    "parent": "block/diamond_block"
    }

    assets/minecraft/blockstates/diamond_block.json

    {
    "parent": "minecraft:block/diamond_block",
    "display": {
    "thirdperson": {
    "rotation": [ 10, -45, 170 ],
    "translation": [ 0, 1.5, -2.75 ],
    "scale": [ 0.375, 0.375, 0.375 ]
    }
    }
    }

    edit: missing text
    Posted in: Resource Pack Help
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    posted a message on Player Villager Models [CUSTOM MOB MODEL RESOURCE PACK!]

    This is awesome! Can I make and share a resource pack for this resource pack? I promise to credit you.

    Posted in: Resource Packs
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    posted a message on Old version seed generator?

    Correct me if I'm wrong, but I'm pretty sure the best you can do is generate a new world from that version, walk around and load as many chunks as you want, then convert it to the new version when you're satisfied with the space you generated.

    Posted in: Discussion
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    posted a message on Default-Style Christmas Pack [V2.7] - Feel that Holiday Spirit!

    This is awesome!! Thanks for the update!

    Posted in: Resource Packs
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    posted a message on Default-Style Christmas Pack [V2.7] - Feel that Holiday Spirit!

    That looks pretty good! A little blue to contrast to the white. Also thanks for fixing the tall grass. Very appreciated!

    Posted in: Resource Packs
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    posted a message on Default-Style Christmas Pack [V2.7] - Feel that Holiday Spirit!
    Quote from Futureazo0»

    That looks funny! I can see myself laughing while equally terrified of a fight with this giant, floating snowman head. Nice work! haha
    Posted in: Resource Packs
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    posted a message on Default-Style Christmas Pack [V2.7] - Feel that Holiday Spirit!

    Hey! Thanks for the fixes! I found more bugs if you so choose to fix them:

    • Wreaths show up on the top, bottom, and sides of doors. (Thanks for adding them to the rest of the doors, though!)
    • Tall grass is rendered as a magenta block when using Optifine. Seems unaffected by any settings including bettergrass. Similar blocks like flowers and double tall grass seem unaffected. (However, this could not be a bug, but an error on my part. If so, I would like some help with fixing it.)
    • I'm still being surprised by invisible creepers. I suggest giving them a scarf to help them stand out more.
    Posted in: Resource Packs
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    posted a message on The Perfect Starter Seed
    Quote from NinjaDogDB»

    It would be nice to see more of the landscape if you catch my meaning.


    Yeah, I've considered adding more screenshots of the map. Honestly I just rushed these current ones for the sake of showing off the valley. I'll look for things I could add to the list of features. I've played this seed for awhile, so it should be no big issue.
    Posted in: Seeds
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    posted a message on The Perfect Starter Seed
    Quote from Stradivarian»

    Just what I needed for my server!



    Glad you enjoyed my find!


    EDIT: I will be adding some better-sized images soon.

    Posted in: Seeds
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    posted a message on The Perfect Starter Seed

    Well that's true. I have found several villages and a dungeon within the largest map possible containing the valley, but they're far apart. I think this seed is good because you get this cozy valley to build in with plenty of space, and really, all those rare items can be found in different ways, (fishing, vigorous mining, traveling, etc.)


    But I can agree with you when I wish this seed had more local villages and maybe even a dungeon. I feel that there aren't as many shared seeds now as there once was, especially seed websites, and even then many seeds are just "get as many diamonds as possible!!!11!1" and spoiling all the features of the seed.

    Posted in: Seeds
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    posted a message on The Perfect Starter Seed

    1.11 Update: Despite the numerous black forests surrounding the valley, the closest Woodland Mansion is at around (X: 4,800 Z: -5,800), which will catch fire, presumably from lava.

    Posted in: Seeds
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