this is probably an issue only Endal can fix or know more about. I have been working on a resource pack for some custom rim designs (mainly for my upcoming car builds). when making my designs in Blockbench I noticed that my design just simply doesn't work and get the well known purple/black texture block. so i have been backtracking what the issue might be and I figured out that everything works UNLESS I use a block (in blockbench) and rotate it less or over 45 degrees. in other words, any block that isn't turned with 45 degree increments fails the complete model. is this a known issue? coding issue or a mistake on my part?
#Trackwork Wheel issue with custom resource pack. (probably need the creator)
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It might be a precision issue since Minecraft has very limited angles and sizes for the model parts so if you made it as a generic model that is probably the reason. If it is a Minecraft model then I don't know.
that is indeed correct
minecraft models have restrictions that the generic model doesn't
its a direct reconstruction from the trackwork model. the weird thing is that multiple trackwork models have models with blocks over or under 45 degrees
rotation has to be in increments of 22.5 degrees
unless trackwork uses a .obj model
just checked, it doesn't seem to
all i could find is that it is a JSON file
so rotation is limited to 22.5 degree increments, and max model size is 3x3x3 blocks
if you make your blockbench project a "block/item model" it will handle avoiding these restrictions for you
any way of changing it into a generic model?
generic models (that bypass the restrictions) aren't meant to be used in minecraft
they're just unrestricted blockbench modelling for doing generic voxel 3d models
well it seems there are lots of mods with very detailed models or parts definitely not able with standard minecraft models so it has to be possible somehow right? XD
Yes if you make a mod to add extra wheels and tracks using obj model format
yeah you need .objs to bypass the mc restrictions
which have to be written into trackwork (or another mods) code
damn
Yes because they use obj which doesn't have the limitations but isn't supported in mc by default
create uses a lot of objs
clockwork gyro, for example, uses an obj
its honestly kinda impressive trackwork wheels have managed without obj
Objs are good as long as the model artist on your dev team doesn't make a model rivaling the crisis 2 wall
honestly the trackwork code and models are very janky. been working with weido on it to see if we can make some custom rims but this definitely makes it harder
One of the model artist working on a model for a mod I am making made a tank scope FOR MINECRAFT that had 27K faces
youch
i dont think i will reach 27K faces anytime soon 😂
but if trackwork doesnt support Obj then thats gonna be some hella work to make it happen
It shouldn't be too hard since it is something you can easily achieve with a mixing mod and a AI like chatGPT should be able to make a mod like that without too many issues
well its either writing a complete new mod that acts like trackwork or a mod that add to trackwork. doesnt sound so easy to me tbh
at least that would be my guess
wait can forge objs replace a .json without any code changes
I've never tried 🤔
blockbench can export as .obj if you install a plugin, can't remember its name
"mod development" or something
your json file would end up looking smthn like this https://docs.minecraftforge.net/en/latest/rendering/modelloaders/, just pointing towards the obj
Yes, you can use forge:obj. You'd probably want to route the textures which means editing the mtl file slightly too
sorry lads, feels like i throw you all into some deep complicated work for simply changing a model XD
{
"parent": "block/block",
"loader": "forge:obj",
"flip_v": true,
"model": "[mod_id]:models/block/[filepath]/[model].obj",
"textures": {
"0": "[mod_id]:block/[filepath]/[texture]
}
}
That should just be it. Only changing the texture name in the mtl file to #0 would route the texture to the textures folder. The only thing is that the models mesh has to be merged
this would be a rewrite of some code from trackwork to make it work?
nope
no. This would just change the model
oke good. just making sure that if people like the resource pack that they can just simply download and throw it in without to many issues
the only issues are that
- objs can be a pain to get working, but they do have barely any limitations
- objs are easy to mess up... resulting in laggy models. Just be careful on face count etc
im not planning on making highly detailed realistic rims haha. so that should be fine. good to know where the issue comes from though. no idea where to put the code and how to merge the model mesh but that will come later
good thing is that blockbench fixed their meshes. So you can just convert the model to mesh then merge it. And there is an option to export as obj
I think export as obj is from a plugin 🤔
Honestly, the fact that Minecraft has the really high Jason limitations is weird since Jason doesn't have these limitations in reality so Minecraft added the limits themselves for some reason
its probably tied into how minecraft renders the models
predefined render transforms or something silly
they got the choice
oh nice
so first convert to mesh then export as obj
and then edit the mtl to point to the texture files
Merge meshes can be buggy though and you will end up with a lot of faces on the inside of the model but it works
anywhere able to see the face count?
Honestly don't know how it works now since I haven't used blockbench in a long time due to me having proper model artists for my mods now and my other projects needing actual cad spftware
mtl? maybe i sound stupid but where can i find that? is it in the resource pack folder?
Select the face selection mode in the selection mode tab at the top and then select the model and then it will be at the bottom right
the default exported .mtl won't point to the right texture files, so you gotta go in and edit the file paths
MTL is the model texture since obj needs it's own format
it seems to be fixed in the latest blockbench releases. The uvs dont get obliterated
That's nice
I had to use blender to convert mine for the longest time
I remember when blockbench fully broke down when trying to do mesh stuff using merge meshes
Still have no idea how control + z made it worse instead of reverting the change
so to make it all clear, i take my model and convert it to a mesh, then merge meshes, then export as obj, then change the MTL somehow so it can find the textures. then drop that whole file into the resource pack folder and it should be good?
almost
yes you just need the json file for minecraft to recognize it's a model
your order is messed up
you export as obj, put obj and mtl in texture pack, then fix mtl + add the extra json file that points to the .obj
man that just broke my brain 😂
wait it becomes a texture pack and not a resource pack?
okey just making sure lol
with the insane help and magic from weido we got it to work!