#Enchantment Glint Glitch on custom texture

65 messages · Page 1 of 1 (latest)

drowsy perch
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Did you manually model that in Blockbench?

empty relic
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yea why?

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i saw something like it and i liked it very much so i did my own thing to that yk

empty relic
drowsy perch
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You should just let the game generate the extruded texture

empty relic
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what do you mean?

sacred hearthBOT
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(Result for "texture-to-3D")
Depending on where you wanna have the model there are different ways to turn a texture into a (default-item like) model:
java 1. Letting the game generate it from a texture (vanilla Java)
bedrock 2. Directly adding a new item (Bedrock Edition)
blockbench 3. Letting Blockbench generate it (ONLY use this if the other options are not applicable!!!)

** java 1. Letting the game generate it from a texture:**
Create a .json file somewhere inside your models folder and put this code inside of it:

{
  "parent": "item/generated",
  "textures": {
    "layer0": "custom/example"
  }
}``` This will tell the game to generate a model based on the texture `YourPack/assets/minecraft/textures/custom/example.png`.
(Use `item/handheld` as parent instead if you want it to be held like a weapon).

It can be used just like any other model, so you can either replace an existing item with it or "add" it with custom_model_data. You can also load it into Blockbench to edit the display settings.

** ![bedrock](https://cdn.discordapp.com/emojis/526419810272149526.webp?size=128 "bedrock") 2. Directly adding a new item in Bedrock Edition:**
Please follow the steps described in here:
Default like items: <https://wiki.bedrock.dev/items/items-intro.html>
Custom 3D model items: <https://wiki.bedrock.dev/items/3d-items.html>

** ![blockbench](https://cdn.discordapp.com/emojis/340506781111549957.webp?size=128 "blockbench") 3. Generating it in Blockbench:**
ONLY use this approach if you plan on editing it more than what the other option allows you to do!!!
You need to make sure to use per-face uv (_not_ box-uv!) and then do `File > Import > Extruded Image` and select your texture. Then, pick the way it should generate the texture. You can chose between pixel by pixel, line by line (horizontal/vertical) or in as little chunks as possible (area). 
I suggest to always use area for performance. If you wanna edit each pixel/line choose one of the other options.
drowsy perch
#

See method 1

empty relic
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this dont works out for me
its a model for all the swords and with a custom name(this is made with optifine) i saw other textures work just fine but mine dont and i dont get why

drowsy perch
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Because glint is being applied per cube

empty relic
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yea

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and how can i fix this?

empty relic
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?

somber niche
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Don't make it per cube, or rearrange their uv in order

empty relic
empty relic
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and wich of those 3options should i take?

somber niche
empty relic
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but this dont works out for me
i have to do that in block bench ig
i tried the first and it didnt worked out for me

somber niche
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sorry i have no idea what you mean, why did blender take part here

empty relic
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AH

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i didnt meant blender

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i mean blockbench

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sorry

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i used blender for 3 Modeling before

drowsy perch
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I still don't get why you can't just make a texture rather than a model?

somber niche
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that ^, if it doesn't work its better to show us so we can spot the problems, instead of denying the method

empty relic
empty relic
somber niche
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so those other packs you mentioned doesn't have a json but somehow able to show a 3d model?

empty relic
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no it had the .json but only the one that was generated by blockbench and it dont needed the other stuff to give the texture to the item

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wait i can show you what i mean

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its like this two

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the .json is the one from blockbench

empty relic
somber niche
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how does their sakura look like

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anyways, json only contain detail of the model in terms of shape and display, it also contain texture path but doesn't contain any texture file itself

empty relic
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yea ik that

somber niche
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either they defined the path and you don't know, or they defined a path to vanilla textures so they don't need a copy of it in the pack

empty relic
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no i looked in the texture pack and there was all custom textures

somber niche
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well then what's the problem here

empty relic
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there enchantment glint looks perfectly fine like on the normal netherite sword but on my textures its not doing that

somber niche
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because your model is built by stacking of cubes

empty relic
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ja but the other models too

somber niche
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and the game just render the glint the way they are

empty relic
somber niche
empty relic
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wait i make you a short video

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you know what i mean?

somber niche
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cuz they made it with larger cubes so it's not noticeable, but yours aren't

empty relic
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but why does the enchantment glint goes smooth from the handle to blade thats not the same cube?

somber niche
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they use the same uv area ig

empty relic
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and how do i do that?

somber niche
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i mean you can do like i said manually adjust the uvs yourself, but will be hell

drowsy perch
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Yeah

empty relic
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i would do that
but how i do that?

sacred hearthBOT
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(Result for "uv-mapping")

- Definition
A UV-map or just "UV" is the information in a model, which parts of a texture are shown on which parts of a model. UVs can overlap and hence cause several parts to use the same area on the texture.

- Editing a UV Map
You can edit a UV-map trough the UV window in the top left.
Make sure to have a cube selected which you want to UV map and freely resize/move the selection box in the UV window.
You cannot resize the UV selection if you're using BoxUV
Visual guide: https://cdn.discordapp.com/attachments/549198394925514753/883477353290936320/3FhZK8Sacp.gif

**- What do the value fields below the UV window mean? **
Per-face uv: The first two values are the x/y position (with 0/0 being in the top left
corner) of the uv map, and the last two values its width and height.
_Box uv: The 2 values are the x/y position of the uv map. The size of the uv-map depends on the size of the respective cube.

- I don't wanna bother with any of that, just let me draw on the model!:
Select all elements (Ctrl+A) and, create a new texture and make sure to selec "Template" as type.
This will create a new texture that will keep already existing texture information, but assigns each element a unique section in the texture.

empty relic
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uhm

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i have to do that with every texture on the cubes right?

drowsy perch
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Hence why we said it would be painful

empty relic
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my texture looks like this idk where to start there holy shit this is confusing my mind

somber niche
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might wanna start over