Quote from macadamia238»
So far it looks to be .JSON and the files are located within the resource pack folder for the mobile versions of the game. The Java version follows a similar format for resource packs
They might mean that the Java devs don't WANT packs having control, such as how it had already diverted before add-ons: MCPE uses Loot tables through resource packs while MCPC needs them copied into the folder of each world individually.
I can see why they might want to restrict things, but they don't seem to be likely to take a middle-ground (displaying that a resource pack contains game altering-features, allowing use of the pack without said features, enabling or disabling the features per-world etc.) if they didn't even try to compromize on something as miniscule (by comparison) as loot tables they likely won't here.
TL;DR: if MCPC ever does get add-ons like this, be prepared to make clunky add-ons for your resource pack(s) that users have to download and enable separately.
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This Twitch thing... and Java Edition rename before that (and broken bed models, nothing changing with 1.8-->1.9+ display). I still don't have interest in Minecraft, things seem to be... not getting better.
So I'm not going to make a Twitch account (no use for it, I don't like making accounts), the only thing I have important left here is my outdated Vanilla model tutorial. I'm not sure if anyone is going to be staying and wants to take that over (that is if they write the JSON by hand rather than using a model program).
If there is someone who wants to take it over, maybe Alvoria (hopefully that notifies, because otherwise I don't remember how to do mentions) could set it up. Or maybe instead of a thread takeover, they could post a new thread, especially if it's intended to be newest-release-specific (1.9+).
Although I'm not really sure how much value there is in updating the thread (excluding better formatting, if such a thing is possible), aside from maybe explaining multipart and other newer tricks/caveats. And any info on converters that exist, last I checked there was one that only really worked with scale and standard 90 rotations (and it didn't round at that, so certain numbers could be ugly). IMO much of it is straightforward once JSON, vanilla's structure, and coordinates are understood. Especially when you can view the default files to see what's going on.
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I never posted this specific image here:
enchanted book, glistering melon, cookie, bread, pufferfish, arrow, apple, paper, mushroom soup
Mostly unreleased models (1.8 format, like all of my other stuff. I probably have posted some of those models before), I was trying out alternate rotations. Some of these rotations I added long after I had stopped working on the pack because of a random reddit thread about (vanilla's?) bed rotation applied to other blocks...
I also made this for that thread, using the rotation I already had for my bed model (from back when vanilla had an item icon for beds):
Also for a different thread shortly before-or-after:
It's old, but this (barrier models for resource packs with barrier.json in the models/block folder) never became a thing:
I suggested on Reddit and to Optifine's creator. Arg.
Also, I haven't really done anything with texture art in a long time. I want to work on improving on art in general (all I can really do is shading) but I'm a piece of garbage with almost no motivation. And that's not an exaggeration like most artists... because I don't really make enough art to qualify as an artist...
But hey, I can draw rocks!
I don't remember if I said it before here, so: Goodbye. If I said it before, goodbye again.
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"parent": "builtin/entity",
Builtin is not an accessible folder... it is used for hardcoded models.
The default model file does not restrict what you can use inside of YOUR model. For instance, as a little test, copy the vanilla diamond_sword.json and rename it to shield.json and have it inside of your pack.
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If you can find one made with swords and simply rename the file to the shield ones, it should work. Then just make new models to replace the swords.
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Yes.
The reason that the default shield model looks like that is because it's inherited from a hardcoded entity model, so you will have to make the models you intend to use from scratch rather than editing the default one.
Most model files don't use predicates by default anyways (or when they do, they don't use all possibilities), so if it's possible to use them you'll need to add it to your model first.
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Not really, no.
The predicate system doesn't include anything to allow specific models per color, so you really only have the ability to have a different model based on durability and blocking usage. It would get too advanced with different layers, anyways.
Even if you use the system to make different models (for instance using durability... like making a kite shield, buckler, spike shield etc), it wouldn't be usable in survival. It's really either stick with the boring rectangular shield now (or do small edits like change the display) since it's an entity model, or make a single shield that looks cool but either can't be recolored or can only have a single color.
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You can't... at least not with full banner support because the way banners are mapped is hardcoded to an entity model rather than being hardcoded to a specific texture that gets overridden (or something like that, similar to recoloring textures but a bit more advanced) and/or needing some sort of specified function for it to work.
The closest you can get is to use #tintindex on the face(s) of the model you want to be recolored, however this will only work with the base color of the shield. The base color is also the name of the banner/shield, for instance you might have a complicated flag design and it might be named "red shield" because that is the base color.
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Not sure, have I missed something (a mod allowing better models? ...I'm still gone BTW, this is just a ghost speaking) or is this just the old 'clever use of rotated planes and HD textures to create cool shapes' trick?
If it's the second thing, I really wish stuff like this was possible without tricks and thus I never would do it (especially since it relies on HD textures for the seams to be just a little correct). Anyways, my thoughts can be summed up as thusly (start at 13 seconds):
EDIT: Speaking of things that are incredibly classily done but aren't possible to do with the current model format:
This really is awesome... yet instead things with 5000+ faces are possible but not this
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The simplest way is something you should already be doing:
Only include files that you have edited and the folders leading up to them.
For instance, if you include blocks and nothing else in your pack, you will have a blocks folder within ~/textures/ and nothing else. You also wouldn't even have the ~/models/, ~/blockstates/, ~/sounds/, or ~/lang/ folders. If you go inside the game's JAR (.minecraft/versions/[version]/[version.jar]) to the same equivalent path as in your pack, you can directly compare the files. Or, you can find the name of a file you wish to edit and then search for that in your pack (like searching 'magma' within your blocks folder would result in 'magma.png' if you include it).
Of course another simple way to know if you've edited a block is to be familiar with default and have a different enough textures that you can easily see that they're changed... particularly by making textures from scratch.
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I just tried it (both with the newest snapshot AND 1.10 Optifine just in case you mistakenly were using it and not realizing) and both had 3D item models but nothing changed with the minecart itself (see attached screenshot).
So you must be mistaken. There really aren't any models for minecarts and arrows, even though they have no moving parts... item frames only have a model because they have no moving parts AND are still just like a block, therefore they can go in the 'block' model folder. Some projectiles (eggs, snowballs, potions, ender pearls/eyes) will inherit item models, but this is really because they have always been the same in vanilla as the items (whereas minecarts use item icons!)... however this isn't even a guarantee because fire charges are hardcoded to use the default-path texture as a particle rather than using the model.
Stuff like this should be simple to fix, but Mojang really hasn't cared to fix them. Similar to how armor doesn't support models yet, even the helmet like how pumpkins or really and 3D item you command on your head work properly. That's somewhat because they haven't worked out ALL of the armor for being 3D-capable, and some of it that there isn't any setup for entity-like models to be loaded from packs yet.
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You're likely saving encoded as ANSI, you should be saving as UTF-8 without BOM.
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Graphical User Interface.
In the context of resource packs, this means stuff like the inventory texture, furnace texture, anvil texture, the hotbar, the HUD (Heads Up Display, stuff like health/energy/XP), and random icons used in different menus. The indicators you might think are animations are actually hardcoded into the game, usually with a single texture that gets erased in a 'wipe' pattern to reveal the background (see furnace, brewing stand, and attack indicators).
Swords and bows are considered items and thus can be animated in vanilla.
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It depends:
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They were talking about Optifine (CTM)...
With models, it gets a bit more complicated. Unfortunately you need a model for each you'd do this:
Although due to how multipart models are put together, you will likely want to modify the multipart file and models to create a North/south and east/west model and then do the random options on that.
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Inside the ~/models/block/ there is item_frame.json
You haven't seen packs do this, at least not in vanilla. ITEM models exist for these entities, but the entities themselves will not inherit them.
The closest you will get with models for most entities would be to use the preview version of Optifine which has entity models... although it's still being worked on so not the easiest/most capable when it comes to animations.
Also, forum note: you might want to use better titles in the future so people that can answer will see your topic. I tried coming back to it later and couldn't find it, it didn't turn up with search (with 'minecart model') and then I stumbled back onto it by chance after clicking on all MCF pages in my history.
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It goes in order X, Y, Z.
X and Z are horizontal directions, Y is vertical.
If you weren't seeing movement, the important thing to remember is the different display modes.