#Enchantment Glint Glitch on custom texture
65 messages · Page 1 of 1 (latest)
yea why?
i saw something like it and i liked it very much so i did my own thing to that yk
but you know how i can fix this?
You should just let the game generate the extruded texture
what do you mean?
(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:
1. Letting the game generate it from a texture (vanilla Java)
2. Directly adding a new item (Bedrock Edition)
3. Letting Blockbench generate it (ONLY use this if the other options are not applicable!!!)
**
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.
**  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>
**  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.
See method 1
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
Because glint is being applied per cube
?
Don't make it per cube, or rearrange their uv in order
i am sorry to ask this much but
idk how to do it
i didnt realy justed blockbench that much
how do i do that in the software?
^
and wich of those 3options should i take?
^
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
sorry i have no idea what you mean, why did blender take part here
AH
i didnt meant blender
i mean blockbench
sorry
i used blender for 3 Modeling before
I still don't get why you can't just make a texture rather than a model?
that ^, if it doesn't work its better to show us so we can spot the problems, instead of denying the method
its basically a texture but i do that with a custom name so if the sword has the name (Sakura Dagger) it gets the texture but only if the sword has the name it gets the texture
what i mean is i used a few other texture packs and they dont needed it too( a .json file that do that) and i tried the 1st method with my knowledge but that dont works so i think i have to do it in blockbench and not with a .json file
but idk how to do it in the software thats what i am asking for
so those other packs you mentioned doesn't have a json but somehow able to show a 3d model?
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
wait i can show you what i mean
its like this two
the .json is the one from blockbench
and the .properties is this one
how does their sakura look like
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
yea ik that
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
no i looked in the texture pack and there was all custom textures
well then what's the problem here
there enchantment glint looks perfectly fine like on the normal netherite sword but on my textures its not doing that
because your model is built by stacking of cubes
ja but the other models too
and the game just render the glint the way they are
and that is the confusing part for me
explain? i am not following
cuz they made it with larger cubes so it's not noticeable, but yours aren't
but why does the enchantment glint goes smooth from the handle to blade thats not the same cube?
they use the same uv area ig
and how do i do that?
i mean you can do like i said manually adjust the uvs yourself, but will be hell
Yeah
i would do that
but how i do that?
(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.
Hence why we said it would be painful
my texture looks like this idk where to start there holy shit this is confusing my mind
might wanna start over