#cannot create/find a minecraft file that is required for the texures to work

198 messages ยท Page 1 of 1 (latest)

quasi garden
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iron_sword isn't a block, it's an item.

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Also, your resource pack path is incorrect.

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assets/minecraft/models/item/iron_sword.json
You'll also need a pack.mcmeta

wraith basalt
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he is not telling you to go to the .minecraft's assets folder
he is telling you that these folders he mentioned need to be inside your own pack

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that needs to be directly in your pack's folder, yes

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no, inside your "Lightsaber" folder (cause Lightsaber seems to be what you called your pack)

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!faq export-vanilla-java-model

valid muskBOT
# wraith basalt !faq export-vanilla-java-model

(Result for "export-vanilla-java-models")
Disclaimers:
-Any missing folders need to be created if they aren't there yet!
-Do the steps in this exact order!

Step 0: Setup
**-In Blockbench: **
Use the Java Block/Item format. (Check at File > Project... in Blockbench).
If it's not convert it via File > Convert Project. ATTENTION: This can break the model due to format specific restrictions! (see !faq java-rotation and !faq java-sizelimit)

-Setting up your pack:
Create a folder inside Minecraft's resource pack folder (aka "YourPack" for the rest of this guide). It is usually at C:\Users\INSERT_YOUR_PC_USER_HERE\AppData\Roaming\.minecraft\resourcepacks. Put this file https://cdn.discordapp.com/attachments/883449189533638777/899224109869846558/pack.mcmeta in YourPack.
Optionally: Edit it in a text editor and adjust the value of "pack_format" (see https://minecraft.fandom.com/wiki/Pack_format). This only affects whether your pack is shown as "outdated" ingame or not.

Step 1: Saving Textures
Save all your textures first.
To do that either:
-Ctrl+S, or
-click ๐Ÿ’พ next to the texture(s), or
-rightclick the texture(s) and click "Save As"
Save them directly within YourPack/assets/minecraft/textures/block/... or /item/....
Reason: If you don't do that or move/rename the files later your model won't find the textures anymore.
(For custom subfolders check !faq java-1.19.3-textures)

Don't use capital letters nor spaces in file/folder names. The model will be invalid ingame!.

Step 2: Exporting the Model
After saving the textures use File > Export > Block/Item export it to YourPack/assets/minecraft/models/item (or /block, but only for placed down blocks.).
Name the file based on the id of the thing you wanna replace (totem_of_undying for a Totem of Undying for example). Check the default pack if you are not sure what the exact name is (see !faq default-pack for more information)

wraith basalt
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here is a step by step tutorial for all steps to have your model ingame (including setting up a pack)

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also, at the beginning of the video you sent the guy literally said you need to have watched the other parts since he won't go over how to create a new resource pack

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...

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if it's not there it's not there -> it's missing -> you create it

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what about "-Any missing folders need to be created if they aren't there yet!" is not clear enough?

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They are just folders
There ain't no wrong ways to make a folder
There are no special types of folders either
All folders are folders, just with different names
So if a folder is not there and someone tells you to put a file in a certain file path then you just make the folder

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models go into models/item, not textures/items

wraith basalt
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then it still has a texture
the texture you just made in the paint tool

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did you make a texture for every color or one texture in total?

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oof

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please don't do that, that's very ineffecient

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Ctrl+A, then create a new texture, then delete all textures except the most recent texture it made

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you don't need to make a separate texture for every cube

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yeah, because Ctrl+A selects all cubes

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doesn't matter, it will keep everything

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because you are trying to open a texture, not save it

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no

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this message right here is popping up specifically because you have not saved your texture inside your pack

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and clearly explains why it's important that you do so

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and so does the text tutorial from earlier

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before that, change your folder form "items" to "item" (no plural s). That's important if you want your pack to work in 1.19.3 or newer.
After that close all those extra pop ups (if you haven't already), rightclick the texture, click "Save As" and save it directly in the proper location

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as the messages says your texture name isn't allowed to contain uppercase letters

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the file didn't get deleted

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Blockbench just can't find it automatically since you changed the texture name

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that or you didn't save the model after saving the texture

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rightclick the (!) texture, click "Change File", load the texture from your resource pack, then properly export your model again as iron_sword.json

quasi garden
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Just for your information, dragon is not your private supporter.
He's helping you in his free time.

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If you want help, at least show some respect and patience.

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As dragonmaster told you, rename the texture file, to something valid (only lowercase letters, no spaces)
Then right click the texture in blockbench, and select "change file"

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Where did you rename it?

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You're supposed to rename the file

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Are you getting an error when trying to or what happens?

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Great, now right click your texture, click "Change File" and select your texture file.

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Then it'll show in blockbench again

daring stream
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You can also just drag and drop the texture to the window to re-apply it.

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Do you have them on your computer?

quasi garden
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Send me your model & texture.

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I'll create the pack for you. And then please watch a youtube tutorial on how to do it properly.

daring stream
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Make sure they're not corrupted somehow

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Does sending them to my DMs work?

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No, it might be the texture itself then. Are you sure it is not corrupted?

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Are you sure it is not corrupted?

quasi garden
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did you rename it to texture rather than TEXTURE?

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Rename it to something else, e.g. new_texture or so, then try sending it.

daring stream
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Do other images on your computer show the actual image or just the thumbnail shown here?

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So yeah it's probably corrupted

quasi garden
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Right click blockbench somewhere in the marked area, and click "Open Backup Folder"

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And search for a model that still has the texture in there.

daring stream
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Well search for the most recent. The backup folder has backups of your models generated every 10 minutes by default.

quasi garden
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Is there an older one?

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17:40 or something like that?

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perfect

daring stream
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Whatever one is the most recent but still has the texture is obviously the best.

quasi garden
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Yes

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Sure, go ahead

daring stream
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You can just look at the file.

quasi garden
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Read the entire thread again, we told you multiple times what to do.
Or, watch this tutorial https://www.youtube.com/watch?v=edQM_qwRVTA
It explains everything.

Now that 1.17 is out, instead of extracting "1.16.5.jar" you can extract "1.17", but you already knew that because you are smat

I had to re-upload this video because of a copyright claim... well that's a first. Anyway, hope you enjoyed this video and learnt something new!

Code:

{
"pack":{
"pack_format": 6,
"description": "&4This pack is ...

โ–ถ Play video
valid muskBOT
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(Result for "java-armor")
The armor model when worn on players/entities cannot be remodeled in vanilla Java edition, only retextured. Pumpkins and other items set on a player's head can be remodeled for custom hats, but won't display if set on feet/legs/torso.
(Any item can be put on the players head via the /item replace command (aka /replaceitem before 1.18), or ofc via mod or plugin methods).
Furthermore, with this pack you can give a large set of specific leather armor colors a unique texture without interfering with the colors available in a normal survival situation: https://github.com/Ancientkingg/fancyPants

With Optifine it is possible to add texture variants on any armor pieces depending on the name, damage and other nbt, but remodelling is also not possible with it.

wraith basalt
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yes, cause that's what block/item models save as?

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you don't want bbmodel

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(maybe as backup, but not as file in your pack)

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as who did?

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where?

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where did he tell you to rename a .json to .bbmodel and just chuck it into your pack?

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you sent him the bbmodel file

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and bbmodel files are ONLY for Blockbench

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they have nothing to do in your pack

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nor do you just chuck files at the top of your resource pack and except they will work

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model files have to have very specific names and need to be in very specific locations for the game to load them

wraith basalt
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and JTK even sent a youtube link too

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if you won't read I can't help you either

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now save the .json model correctly too

daring stream
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File -> Save As

wraith basalt
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am I talking to a wall?

daring stream
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I'm going to be frank: We're running out of patience for helping you. You need to read what we're saying.

wraith basalt
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you don't need to zip it

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unless you want to upload it to a server or similar it can just be a normal folder

daring stream
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(Deleted my reply because I didn't have context on the question and I don't want to confuse anyone)

wraith basalt
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yes

daring stream
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ZIP in general compresses the files and makes them more lightweight, usually used for those purposes yeah

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It can be whatever but it has to match what the json links. Also keep in mind that there are invalid names (capitals, spaces, etc)

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What do you mean doesn't load? Invisible? Without a texture?

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Anything more detailed than that in the error?

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You can adjust the pack version in the pack.mcmeta file

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Your model will be through the ground

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It will be through the ground based on how it currently is in your screenshot

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Oh it's armor? I'm not sure then

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The error with the incompatible pack version should have disappeared, no?

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What version of MC are you testing on?

wraith basalt
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then it should no longer be marked as red in the resource pack list

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1.19.3 is 12

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anyways, all that number controls is that red highlight,
it does not control whether the pack works or not

daring stream
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All linked in the website I sent. Again, you need to try and follow what we're saying

wraith basalt
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that's for DATA PACKS

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which it clearly states right above that table

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for resource packs it is 9 for 1.19.2

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thing whole thing is called a table

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as I said earlier, the only thing that number controls is that red highlight

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the pack "works", it just doesn't do what you expected it to do

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where in your pack is the white_banner.json?

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  1. you are missing the "minecraft" folder between "assets" and "models"
  2. when the banner is not placed it is an item, so models/item
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ONLY item

daring stream
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You need to place it in the item folder, not the block folder

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  1. when the banner is not placed it is an item, so models/item
wraith basalt
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no

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you never move or rename the textures after you exported the model already

wraith basalt
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NEVER means never

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do not touch

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never

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keep them where they are

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you ONLY move the model

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either that or you just move it back

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the problem with moving textures is that the model has a (relative) path to the texture saved inside of it
if you move the texture the model won't automatically update, and hence cannot find it in the old location (until you move it there again or update the path to the new location)

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the only thing that defines where the model is looking for the texture is defined inside the model
where your model is doesn't matter (texture wise)

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(of course the model location matters for loading the model itself ingame, but in regards to the texture loading the model could be anywhere)

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then you'd see your model with a missing texture

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if you only see a white banner in your inventory then either your .json file isn't named correctly or one of the folders is not named correctly

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models/item

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also, didn't you say you are not on your PC?

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k, open your white_banner.json model in any text editor and screenshot (or copy/paste) the first few lines of text in here.

daring stream
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This part is linking the wrong textures

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All of those textures are in the block folder, which is not indicated in your json

wraith basalt
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open the .json model in Blockbench
rightclick one texture in Blockbench, click "Change File" and load it from the correct location
repeat that for all textures

daring stream
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Well that's the case you needed a bbmodel

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rightclick one texture in Blockbench, click "Change File" and load it from the correct location
repeat that for all textures

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No, do it for all of them

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repeat that for all textures

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You keep the paths the same, just replace the json after you did the above

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I really do not get what that's about. Just specify what's confusing. After all, this should already be explained in the tutorials we linked

quasi garden
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What's your first language, if it's not English?

daring stream
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I do not get how that is confusing at all

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You keep the path of the json exactly the same, but you replace the json with the new one after you do the above

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Then re-export the json and replace it

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You literally just re-export the json and replace the one you currently have with it. It's really not hard

wraith basalt
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click "Change File", then load the texture from your resource pack

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you do that one by one for all 5 of those textures

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yes

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/item replace entity @s armor.head with white_banner

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assuming you wanna run that command in chat

wraith basalt
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it's a bot, not an AI

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it can't interpret messages

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assets/minecraft/textures/models/armor/...
Get yourself a copy of the default pack, that way you can check in which folders model files need to be (or texture files in case of things that have no (editable) model like armor).

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!faq default-pack

valid muskBOT
# wraith basalt !faq default-pack

Disclaimer: Use these packs as REFERENCE, don't put your models inside them, it just increases your pack needlessly. Also don't put any of the unedited files from it into your own pack. The distributions of default assets in your pack is illegal.

For Java Edition:
(This works the same for all versions, 1.17 is just used as an example here)
Go to .minecraft/versions/1.17 and open the 1.17.jar in there with a zip program. Alternativley you can copy the .jar file and change the file extension to .zip and double click it.
Extract/copy the "assets" folder inside the jar somewhere. It contains all the default models/textures.

For Bedrock Edition:
Go to https://docs.microsoft.com/en-us/minecraft/creator/documents/resourcepack and scroll to "Building the Resource Pack". The download for the vanilla resource pack can be found right above that title.
Alternatively here is the direct download link: https://aka.ms/resourcepacktemplate

wraith basalt
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it's explaining how to get a copy of the default pack

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you obviously would need the one for the Java Edition

wraith basalt
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armor can only be one texture

wraith basalt
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oppacity isn't a texture-wide setting

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you can have see through and opaque pixels in the same texture

wraith basalt
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by using lower oppacity brushes/erasers (that red marked value is the oppacity (from 0-255))

wraith basalt
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no, that's an entity (assuming we are talking about the placed down thing and not just the item in your inventory)

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and any blocks with moving elements (like a chest) use an entity renderer too, and cannot be remodeled. (For example, fire can since it uses an animated texture, not animated elements)

wraith basalt
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you can change the texture of basically everything

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just not the model

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the texture for an end crystal would be assets/minecraft/textures/entity/end_crystal/end_crystal.png

wraith basalt
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!faq shield-model

valid muskBOT
# wraith basalt !faq shield-model

This is an example of an overrides section of the shield.json to add more shields for the Java Edition.
If you don't know how/where to add this to your shield.json file, copy the one from the default pack (check !faq default pack if you don't know how to get the files) and replace the overrides section in there with this:

"overrides": [
        { "predicate": {"blocking": 1 }, "model": "item/shield_blocking" },
        { "predicate": {"custom_model_data": 1}, "model": "custom/spiky_shield" },
        { "predicate": {"custom_model_data": 1, "blocking": 1 }, "model": "custom/spiky_shield_blocking" }
]```

**Explanation of the predicates:**
_blocking_ = player is blocking with the shield (either 0 or 1)

Keep in mind that the order of predicates matters. It will always use the model of the last predicate in the list whose condiitons are all met!
wraith basalt
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alternatively, load shield.json into Blockbench (literally shield.json, not a custom one), then use Tools > Edit Override Predicates and add Custom_Model_Data and Blocking predicates.
If you do not use custom_model_data, then load in your custom shield.json and only add a blocking predicate and reference your model for when you are blocking with your shield.

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you specify the (relative) path to the model it should use when you block and tick that box to the right (else it uses the model when you are not blocking)

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then that means the game will use the model in models/item called shield.json when you are blocking

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which ain't really what you want cause that's just an endless loop

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you currently ARE in shield.json
all you would do is point at itself

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then make a shield_blocking model or whatever and adjust the display settings

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or try referrencing item/shield_blocking and see if the default display settings work with your model

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also, make sure that is ticked

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either you make one or you try to see if the display settings of the default one will work for you
(you do NOT have to put the default shield_blocking into your own pack to use it. Just specify item/shield_blocking in that Blockbench window and it will work)

wraith basalt
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yes, I told you item/shield would NOT work

wraith basalt
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well, not "bigger", but with a different position

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and as I said several times before, you could try item/shield_blocking there and see if those default display settings work ingame for your model

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(without any extra files, just specifying "item/shield_blocking" as the "is blocking" model and checking it ingame)

wraith basalt
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show what you have written in that field here

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is your whole shield item an error cube or just when blocking?

wraith basalt
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weird, item/shield_blocking should work ๐Ÿค”

wraith basalt
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!faq java-rotation

valid muskBOT
# wraith basalt !faq java-rotation

The rotation of elements in the Minecraft Block/Item format are limited to one axis at a time and increments of 22.5 degrees. Minecraft cannot load models with different rotations.
(To be more specific, the only allowed values are -45, -22.5, 0, 22.5 and 45. If you work in a Block/Item format project and rotate an element then Blockbench will adjust the size/rotation/position of your element so you won't hit a wall at -45 or 45 degrees)

wraith basalt
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you first save the texture(s), then you export the model

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for full context:

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!faq export-vanilla-java-model

valid muskBOT
# wraith basalt !faq export-vanilla-java-model

(Result for "export-vanilla-java-models")
IMPORTANT:
-Any missing folders need to be created if they aren't there yet!
-Do the steps in this exact order!

Step 0: Setup
**-In Blockbench: **
Use the Java Block/Item format. (Check at File > Project... in Blockbench).
If it's not convert it via File > Convert Project. ATTENTION: This can break the model due to format specific restrictions! (see !faq java-rotation and !faq java-sizelimit)

-Setting up your pack:
Create a folder inside Minecraft's resource pack folder (aka "YourPack" for the rest of this guide). It is usually at C:\Users\INSERT_YOUR_PC_USER_HERE\AppData\Roaming\.minecraft\resourcepacks. Put this file https://cdn.discordapp.com/attachments/883449189533638777/899224109869846558/pack.mcmeta in YourPack.
Optionally: Edit it in a text editor and adjust the value of "pack_format" (see https://minecraft.fandom.com/wiki/Pack_format). This only affects whether your pack is shown as "outdated" ingame or not.

Step 1: Saving Textures
Save all your textures first.
To do that either:
-Ctrl+S, or
-click ๐Ÿ’พ next to the texture(s), or
-rightclick the texture(s) and click "Save As"
Save them directly within YourPack/assets/minecraft/textures/block/... or /item/....
Reason: If you don't do that or move/rename the files later your model won't find the textures anymore.
(For custom subfolders check !faq java-1.19.3-textures)

Don't use capital letters nor spaces in file/folder names. The model will be invalid ingame!.

Step 2: Exporting the Model
After saving the textures use File > Export > Block/Item export it to YourPack/assets/minecraft/models/item (or /block, but only for placed down blocks.).
Name the file based on the id of the thing you wanna replace (totem_of_undying for a Totem of Undying for example). Check the default pack if you are not sure what the exact name is (see !faq default-pack for more information)

wraith basalt
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yeah, the trident is unfortunately weirdly coded and hence cannot be properly remodeled

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(at least not without mods like Optifine)