• 44

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models
    So you've heard about the neat new modeling system in 1.8 and have no idea how it works? Well this tutorial should *hopefully* help out with that problem. It's my first tutorial so sorry if it seems pretty disjointed, I'm not really the greatest at explaining things.

    The assets

    If you've worked on a resource pack then it's likely you know how to access the default assets for minecraft. If not, you navigate to the .minecraft folder (where save files and resource packs go) and open up the versions folder and then the folder that corresponds to the latest available version that you have downloaded. At the current state of time this will be '1.8'. This folder should contain at least two files. The one we're looking for is the '1.8.jar' file. Open this up in a program such as 7zip or winrar. Once open, navigate to the assets/minecraft folder. The directory should look like this:

    There are two folders you're going to want for editing models or making alternate textures. The 'blockstates' folder and the 'models' fodler. I would recommend grabbing the whole folders (including all the contents) and then copying them over to your pack location. This will save time for future modeling endeavors.


    Alternate textures

    In this section I will show you how to add alternate textures to your resource pack. This is the same as random ctm from MCPatcher and Optifine if you've used either of those mods.


    For this example we will be making some alternate top grass textures.


    To start of with you're going to need your actual textures.



    Here you can see we have 3 grass textures (yours will most likely be black and white). One of these is the default top grass texture in the pack. This should be called 'grass_top.png' and it can be found in your textures/blocks folder of your resource pack. To keep things consistent I named the other textures 'grass_top1.png' and 'grass_top2.png'. Each texture must have the same resolution as the default texture ('grass_top.png').

    It should look something like this in your textures/blocks folder:

    Now that we've named our alternate textures it's time to edit the model json file.


    This section onwards assumes that you've copied the whole 'models' and 'blockstates' folders into your resource pack.

    In your resource pack files, navigate to your 'models' folder and open it up. There should be two folders, 'item' and 'block'. Since we're editing BLOCKS you should open up the 'block' folder. Inside you will see a large list of files. To help with organisation we will create a folder for our new model files. I would recommend making a new folder for every new block you add alternate textures or models for. Create a folder and call it something like 'grass'.

    Once the folder is created, scroll down the large list of .json files until you come across 'grass_normal.json'.

    NOTE: if you're making alternates for another block just find the corresponding .json file for that block. Please note that sometimes there can be multiple .json files for one block, such as is the case for things like fences - I may cover more complex blocks like that in a future tutorial.

    Once 'grass_normal.json' has been located, right click and copy the file. Then scroll back up to the top of the list where your 'grass' folder is (or whatever you named it) and open it. Paste the file inside. Since we have 2 extra variants as well as the default texture, you're going to want to copy and paste the file again so that there are two copies. Name them something appropriately (like 'grass_normal1.json' and 'grass_normal2.json' or something similar) but MAKE SURE they both have a different name than the original 'grass_normal.json'. You need to have separate .json files for each variant you add so keep that in mind.

    If done correctly it should look like this:



    Now you're going to want to open up both of these files using notepad++ or a similar program (notepad works fine too but the formatting isn't as nice as in notepad++).

    The code inside should look similar to this:
    {
     "parent": "block/grass",
     "textures": {
     "particle": "blocks/dirt",
     "bottom": "blocks/dirt",
     "top": "blocks/grass_top",
     "side": "blocks/grass_side",
     "overlay": "blocks/grass_side_overlay"
     }
    }

    Now we get to select what textures the .jsons are pointing to. For 'grass_normal1.json' you want to change the "blocks/grass_top" to "blocks/grass_top1". This means the .json file is now pointing to the texture 'grass_top1' for it's top texture.

    The code in this case should look like this:
    {
     "parent": "block/grass",
     "textures": {
     "particle": "blocks/dirt",
     "bottom": "blocks/dirt",
     "top": "blocks/grass_top1",
     "side": "blocks/grass_side",
     "overlay": "blocks/grass_side_overlay"
     }
    }


    Now edit the 'grass_normal2.json' and make it point towards 'grass_top2'.

    Once done, save both files and close them. The model .jsons are now complete! Yup - it's as easy as that.


    Now we have one final step. Editing the blockstates file.

    Navigate over to your assets/minecraft folder within your resource pack. You will now want to open the 'blockstates' folder. Once again, you will be confronted by a large list of .json files. You want to find the 'grass.json' file (or the corresponding file for whatever model you're editing) and open it.

    It should look similar to this:

    {
     "variants": {
     "snowy=false": [
     { "model": "grass_normal" },
     { "model": "grass_normal", "y": 90 },
     { "model": "grass_normal", "y": 180 },
     { "model": "grass_normal", "y": 270 }
     ],
     "snowy=true": { "model": "grass_snowed" }
     }
    }


    The "y": 90, etc. indicate random rotation. By default the grass top texture can appear as it is in the 'grass_top.png' and also rotated by 90 degrees, 180 degrees and 270 degrees. This can look pretty weird in many packs so we're going to want to delete all the extra model lines for now so that the code looks like this:

    {
     "variants": {
     "snowy=false": [
     { "model": "grass_normal" }
     ],
     "snowy=true": { "model": "grass_snowed" }
     }
    }


    Please note that there is now no comma at the end of the '{ "model": "grass_normal" }' line. There should be no commas at the end of the list when you are listing models in a blockstate file or attributes in models files. This is a very easy way to cause models to show as purple and black squares in-game so CHECK YOUR COMMAS!

    This code will now only show the default grass texture in-game with no random rotation. If you dislike how your sand, grass, netherrack and a couple of other blocks appear in your resource pack after the 1.8 update, open the blockstates .json file and remove the rotation variants. This will solve the problem.

    We, however, want to ADD variants to this list so that the extra textures we made will show up in-game. To do this we need to direct the blockstate file towards the two extra model .json files we made earlier.

    To do that, add the extra lines that correspond to those files. The best way to explain this is through looking at the code:

    {
     "variants": {
     "snowy=false": [
     { "model": "grass_normal" },
     { "model": "grass/grass_normal1" },
     { "model": "grass/grass_normal2" }
     ],
     "snowy=true": { "model": "grass_snowed" }
     }
    }


    As you can see there are now two extra lines in the file. '{ "model": "grass/grass_normal1" },' and '{ "model": "grass/grass_normal2" }'. The description after '"model":' is actually where the model .json files we made earlier are located. 'grass' indicates the folder and then '/grass_normal1' indicates that it is the file named 'grass_normal1' within said 'grass folder'. If you used a different folder name or different model .json file names, please keep this in mind and modify these lines accordingly.

    Now that you've edited the file, check for misplaced commas. If everything looks okay, save the file and you should be done! If you check in-game there should now be the default grass texture as well as 2 others that appear equally as often as each other.

    The finished product:



    Alternate models - texture weights

    There are a few extra things of note in the blockstate .jsons that can be very useful tools for us resource pack creators. The first of these is the '"weight"' specification. If you've used ctm before then you probably know that you can 'weight' your textures so that some textures appear more commonly than others. This is easily achieved with the new 1.8 modeling system too.

    To add weights to your textures, all you need to do is add the '"weight"' specification to your blockstates file.

    For example:
    {
     "variants": {
     "snowy=false": [
     { "model": "grass_normal", "weight": 3 },
     { "model": "grass/grass_normal1", "weight": 1 },
     { "model": "grass/grass_normal2", "weight": 1 }
     ],
     "snowy=true": { "model": "grass_snowed" }
     }
    }


    This code will adjust how frequently the extra textures we made for our grass_top will appear. If you add the weights together they make a total of 5 (3 + 1 + 1 = 5). This means that the "grass_normal" model will appear 3 times out of 5 and the two other variants will appear 1 out of 5 times (in theory). With this you can make some variants such as carvings in stone, knots in wood logs and planks, flowers on grass, etc. appear very rarely and not have them spread all throughout the world.



    This ends the first part of the tutorial for now. If you have any suggestions please comment them and I'll work on adding them in. I'll add a couple of other sections for some more advanced stuff as well as actually making and implementing custom models later on. Peace!
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    I have some free time right now and my pack is currently quite up to date with *hopefully* no more glitches so I'll take some time to write up a simple little tutorial for the current modeling system. First time I've written a tutorial so hopefully it will make sense!
    Posted in: Resource Packs
  • 0

    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!
    It does seem a bit lower than expected with your specs if you're just at 12 render distance too, can't really help there, sorry!

    Maybe try a different shader pack like chaopics shaders and see if they perform better. Might just be an optimisation issue or a bug with the mod.
    Posted in: Resource Packs
  • 3

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Quote from rainygiggles»
    Looks like GraczWilliam beat me to posting about the only issue I spotted with your texture pack.

    Keep up the great work, and thanks for making my Minecraft look gorgeous at such a low resolution. ^_^

    Glad you're liking it! Hopefully both issues are fixed now though, I reuploaded the pack a couple of times to fix the sand and the broken reed particles.
    Quote from GreenPeas»
    Awesome update! I always look forward to your work.

    Did you use a tutorial or how did you figure out the new blockstates? For my personal texture pack, I use MCPatcher/Optifine for randomization but if some of the aesthetic features of those mods are going to vanilla, I want to move away from them. But I can't get a grasp around the new .json files and using blockstates to reference a block and not using metadata in the .properties files used by the mods or how to disable or direct the new shifting "natural" textures.


    Thanks!

    It was mostly just fiddling round by myself actually, there don't seem to be any up to date or conclusive tutorials currently so I looked around at how the random rotation that's on by default for a few of the textures (such as sand, grass and netherrack) and then changed them so that instead of rotation it was selecting a whole new model. My advice would be to look at my 'grass' blockstates file and then open up the 'grass' models folder and look at the .json files there too (they should just be numbered like 1.json, 2.json for each of the variants and each .json references a different .png in my block textures folder)

    Basically the blockstates .json lets you select the models .json file you want to use for that block and then the models .json files reference the actual texture in the textures/blocks folder (so there would be one model json file for each texture variant).

    If you're having trouble figuring it out just send me a PM and I'll try to explain it with some examples and screenshots!
    Posted in: Resource Packs
  • 0

    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!
    Check that you haven't extended the view distance too far then, that can cripple performance with shaders on!
    Posted in: Resource Packs
  • 0

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    The worst thing about that one is that I actually had it working perfectly but then went through and deleted some files to get rid of another problem and must've deleted the one causing that by accident... >.>

    Fixed again. Sorry for all the issues guys, when there's a bunch of models it's really hard to keep track of them. I might have to be more thorough in looking for bugs before releases in the future...

    EDIT: Go through the PMC for the next 30 mins or so just to make sure it's the latest version, the curse widget is a little slow in updating.
    Posted in: Resource Packs
  • 0

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Whoops, I fixed it. No changelog for this as that's the only thing I changed but if you redownload it should be all good. Thanks for showing the problem!
    Posted in: Resource Packs
  • 0

    posted a message on 128x64 CHROMA HILLS RPG/Cartoon ish**1.14v2 update LIVE + Shader add on pack 09/09/2019!
    From my experience nvidia cards seemed to be more optimized for sonic ethers shaders. Are you using optifine?
    Posted in: Resource Packs
  • 0

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Damn... Welp, always gotta be something wrong.. I'll fix it in a sec!

    And yes, now that you mention it I should do that. I should also take new pictures for those addons because they show some really outdated stuff.

    EDIT: It's a curse issue, 1.8 and 1.8 snapshot all the way down to 1.7 are all marked but it's giving priority to 1.7.2. I've swapped it to 1.8 snappies now, hopefully that will fix it for the time being.
    Posted in: Resource Packs
  • 1

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Okay, fixed all the issues I could find and also retextured the enderman and chicken so all the mobs now have updated textures.

    Download the pack from PMC for the next couple of hours or so because it takes a little while for the curse download widget in the OP to update (so it's still showing the download for 2.8)
    Posted in: Resource Packs
  • 1

    posted a message on Texture Artists' Union
    Quote from MasterfulGamer»

    I believe it might be a problem with the blockstate file. Try replacing the blockstate files of those models with completely new ones.

    Edit: Definitely the blockstates. I tested it myself. Just replace the files with new ones, or find the error in the file and fix it

    Quote from eleazzaar»

    Compare your golden rail block state file to the original, you probably got a direction messed up. Or possibly you have one of the files misnamed.

    Quote from kwerti»
    In fact, delete the entire /blockstate folder, because yours is bugged. Use the 1.8 folder :)

    (it was a known bug in 14w25 or 26 and was fixed before 1.8)

    Thanks guys! That's what I get for copying the whole blockstates folder from one of the super early snapshots... Gonna have to go through and delete the ones I haven't edited methinks, might solve a lot of future problems.
    Quote from FishyMint»
    Got some more doors done:


    How does the double window door look like when there are two of them side by side? Too many windows?

    They look nice individually but handle/knocker on the door on the left seems more blurry than the other two.
    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union
    Okay, weird issue here. Does anybody have models for their rails? If so, do your sloped powered rails flip directions when they're actually powered?

    Here's a picture of the problem:



    They use the exact same model as the unpowered rail which works fine. Any ideas?
    Posted in: Resource Pack Discussion
  • 1

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    Damn, more broken stuff....

    Somebody also pointed out that the powered rails are broken when going up certain slopes so I guess I'll just add this to the list too... Thanks for letting me know, MG!

    Oh, glad you like the font too, I'm quite liking it as well. :)

    EDIT: Actually, that might be a minecraft glitch, it's not happening to me at all... Does it happen with vanilla textures?

    EDIT2: ok, I got it to happen with my pack and it's fine in vanilla. Will have a go at fixing it!

    EDIT3: Fixed, will be in the next update (coming very shortly, just need to fix a couple of other things too)
    Posted in: Resource Packs
  • 0

    posted a message on Pixel Perfection - Now with polar bears! [1.11]
    I'm getting to them, don't worry. Now that 1.8 is out and I've done all the terrain blocks and items, all I need to work on is mobs. First up is the iron golem, then witch and then the ghast. Not sure when I'll do the ender dragon but I WILL get it done eventually!
    Posted in: Resource Packs
  • 2

    posted a message on [64x] GLIMMAR'S STEAMPUNK v.22 NOW RELEASED! + Latest Newglim City Download! + GS Redstone Pipes Add-On Pack!
    Welp... That just shows I spend too much time here... Thanks though!
    Posted in: Resource Packs
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