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    posted a message on 1.8 TUTORIAL - Alternate textures and custom models

    Ok, figured I might as well post this here in case anybody else wanted to use it too! I made a new model with the flowers floating just above the block as I thought it looked better when they weren't right down on the surface of the block. Makes it look a little more interesting this way.



    This is to add untinted flowers to grass blocks as an alternate texture for anybody just looking in. Something like this (obviously with a proper texture for the flowers though):



    Ok, first up download this model and put it in your models/block folder: https://www.dropbox.com/s/veb13k34x0v9qx5/grassextra.json?dl=0


    This is the model with the extra plane on top so you can have normal grass and grass with extra stuff at the same time too.


    Now we want to actually add one of these blocks to show up as an alternate in-game. If you remember from the OP this means we need to make an extra grass_normal model but this one is gonna look a little different. In this example I just called this extra model '6' as shown in the next picture as I'm using my pack as a base which has a few alternate textures already.



    Opening up the file for '6' it looks like this:

    {
        "parent": "block/grassextra",
        "textures": {
            "particle": "blocks/dirt",
            "bottom": "blocks/dirt",
            "top": "blocks/grass_top",
    	"topextra": "blocks/grass_topextra",
            "side": "blocks/grass_side",
            "overlay": "blocks/grass_side_overlay"
        }
    }

    As you can see this time under "parent" we put the name of the new model you should have downloaded earlier. This means this block will be using the new model and not the old model without the extra element to put flowers on.


    You might see there's also "topextra". This is what I named the extra element on the new model so whatever you name the image file for your flowers is what you wanna put after there. In this case my flowers image file was called grass_topextra. As with the example shown in the OP, you can also have new textures for the sides, bottom and normal top too, you just need to have the extra image file and then rename the respective part in the "textures" section of the json.



    You can draw whatever you want in that image file and it will show up as the extra layer in-game. Mine was just a few blobs of pink for this example.



    Now that you've hopefully got your extra model file in, all we need to do is edit the blockstates file which is probably the easiest bit. Just open up the grass blockstates file and add in the extra line.


    For me it looked something like this where the line with '6' is my model :


    {
        "variants": {
            "snowy=false": [
                { "model": "grass_normal", "weight": 65 },
                { "model": "grass/1", "weight": 5 },
                { "model": "grass/2", "weight": 3 },
                { "model": "grass/3", "weight": 15 },
    	    { "model": "grass/4", "weight": 12 },
    	    { "model": "grass/5", "weight": 60 },
    	    { "model": "grass/6", "weight": 12 }			
            ],
            "snowy=true":  { "model": "grass_snowed" }
        }
    }

    Lemme know if there are any problems or bits that are hard to understand and I'll try to explain them better. I'll probably redo this little bit and add it to the OP to help other people or show some more interesting things you can do with models.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on 1.8 TUTORIAL - Alternate textures and custom models

    I'm pretty sure it is possible, yes, but you need to make the flower bit a different element so that you can turn off the tinting JUST for that element.


    Easy way to do that is to make the flowers on a separate plane just above the normal grass block. I could probably quickly whip up a simple model that you could just draw over to get some untinted flowers if you'd like.

    Posted in: Resource Pack Discussion
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    posted a message on DustyCraft v2 [Updated July 8th, 2017 for v1.12!]

    Yay! I'll give it a play, see if I notice any issues or anything. Hopefully it's all good though.

    Posted in: Resource Packs
  • 1

    posted a message on Before Dusk [32x] V2.1 (Medieval and Rustic) [1.13+]

    Go for the best of both worlds and combine them together! :D

    Have some of the more defined bricks on the right mixed in with the smoother looking ones on the left and try to adjust the pixeling so it matches. Would hopefully give the block a nice uneven look to it, like all the cobblestones aren't all exactly the same height.

    Posted in: Resource Packs
  • 0

    posted a message on Before Dusk [32x] V2.1 (Medieval and Rustic) [1.13+]

    How's the cobble changing? Still gonna be more brick-like or more traditional cobble?

    Posted in: Resource Packs
  • 1

    posted a message on DustyCraft v2 [Updated July 8th, 2017 for v1.12!]

    Yea 1.9 is more a change to the mechanics of the game rather than an addition of a bunch of new blocks but there are still all the new blocks in the end to deal with. Seems like the work updating a pack never ends... :P


    Still, everything is looking great - really like the bronzy/copper colour you've got going for the andesite!

    Posted in: Resource Packs
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    posted a message on Texture Artists' Union

    If you mean the item textures I personally think the best way to do them in a simple pack would be the dye colour in a sack or on a slightly folded piece of paper or something. That way it's still obvious what they are without having just blobs of different colour due to the minimal shading used in a more simplistic pack.

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union

    It was back with the terrain.png days. There was just an on state and an off state. Either that or it was an on and an overlay and I always textured them incorrectly!

    In any case, I wanted to have my own colours used for the on and off states as I'm using a palette with quite muted colours and the bright red sticks out like a sore thumb unfortunately.

    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    Well that's annoying and stupid. Lovely... :(

    It would be so much easier to just have separate textures for lit and unlit like the old days, really have no idea why that was removed when it really didn't need to be...

    Ah well, I'll make do. Thanks for the info, lemon!

    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    Is it possible to choose the colours for lit and unlit redstone wires in 1.9 tweaking models or the blockstate?

    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    The brown you mixed in with the podzol and grass looks really unique and cool I think. The textures look very natural and the colours are nicely picked too.

    I have to say the stone bricks look quite out of place compared to the rest of the textures though - they look a bit too flat and the cracks are also a bit too dark imo. Would be nice to see slightly less rounded bricks too, always looks a bit odd at 16x imo.


    Still, you've done a really good job in general, the rest looks very consistent and colour and style-wise it reminds me a bit of thine explorers pack (I'm pretty sure that's what it's called) which I really liked!

    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    I'm pretty sure I can tell what all the blocks you guys have showcased so far (with the exception of the top two rows in Ignaf's pic but I assume they're the sandstone variants?), but more to the point, for most blocks it really doesn't matter if you can tell what they are or not.

    All decorative blocks that aren't used for crafting can basically be whatever you want them to be as they're just used for building. I don't know why it would matter what you're placing down as long as it looks nice and matches your other materials.

    For stuff like ores or some tools making them recognisable is nice for playability but the players will likely get used to the changes in time anyways.


    Just my 2c!


    EDIT: Btw, would anyone be down to check out my new pack and give me a bit of feedback on it? It's mostly ready for first release now but I'd like to make sure there aren't any glaring issues (there will still be some vanilla stuff for now though)

    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    Agreed the colour is just a little off. The cobble needs a touch more brown in it I feel.


    Some lighter and darker stones mixed in would make for some nice ctm variation as well!


    The door is looking really nice now though.

    Posted in: Resource Pack Discussion
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    posted a message on Texture Artists' Union

    What about a big ring steel knocker just below the window or metal claws or a skull or something?

    Posted in: Resource Pack Discussion
  • 0

    posted a message on Texture Artists' Union

    Can't wait for mcpatcher/optifine to update for 1.9 so I can play around with these effects for harmony... Normal minecraft skies and light colouring is so dull.


    That turned out really well though meaps, very spooky!

    Posted in: Resource Pack Discussion
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