#i made a hat model but when i take a carved pumpink i see air
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i made a hat model but when i take a carved pumpink i see air
because a carved pumpkin isn't just a thick texture like most default items. It uses the block model.
So "item/handheld" isn't the correct parent here.
You wanna parent the block model instead ("block/carved_pumpkin")
No need to define the texture either in that case (since the block model already has that information).
Without the () and without the }, at line 3
doesn't work
why?
nvm
i worte the worng model data
if i want to make a custom block
do i do the same thing
?
like a made a custom ore
and if i wanted it to be a helmet and not a pumkin what do i write there?
you can't use custom_model_data for blocks
you cannot change the model of armor, not even with Optifine
that's why people use carved pumpkins in the first place
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.
wdym
so how do i add custom blocks?
!faq java-blocks
(Result for "java-block-dark")
If your models have black spots try these steps:
Opaque rendered block will have black spots if:
- They are connected to a other block in the same render way
- If elements are outside the 16x16x16 area
There are some ways to remove the black spots: - Disable AO (Ambient Occlusion)
- Disable shading
- Moving the black elements or rotate them
- Disable smooth lighting
- Use OptiFine (helps a ton with the crappy shading of mc)
- Centering the origin point to the element (or moving the origin point somewhere else sometimes works too)
- Setting proper cullfaceing
Sometimes one of these steps helps, sometimes multiple of them help, and sometimes it is unchangeable.
If nothing works to fix it, then you should use a transparent/translucent rendered block instead, or place it next to a transparent/translucent rendered block.
You can't add more blocks. You can only remodel existing blocks (and their blockstates)
Same way you'd replace an item model?
i don't
Just that you put the model in models/block instead of models/item
i don't have model/blocks
Then make one
yes
Also, block, not blocks
Yes
but how do i replace a block
Just name your model stone.json or whatever block you wanna reppace and that's it
fr?
Stone might not be the best example since the stone block uses stone.json and stone_mirrored.json, but idea wise that's it
Anywhere within textures/block/... or textures/item/...
Assuming you directly export them from Blockbench (so exactly the same idea as for your item model)
i don't directly i download it and then put it in where is should be
and i don't need any command to get the block right?
so thats every thing?
i don't put it in item
yep
you only needed a command for the carved pumpkin item cause you used the method that requires a command to get that specific hat without replacing the normal carved pumpkin
those texture paths will only work before 1.19.3 btw.
as of 1.19.3 you'd need to put the textures anywhere within textures/item or textures/block or specify in an extra file that you want to load textures from other folders (inside the textures folder) too:
!faq java-1.19.3-textures
General Information:
The game creates a "texture atlas" (combination of all textures into one file) for block/item models.
For performance reasons as of Java 1.19.3 the game by default only loads textures from within textures/item and textures/block (and any folders within those two folders) into that atlas instead of reading through every model for the relevant textures.
_________________________
Making the game load from custom directories
If you want the game to add textures from other directories (that are still somewhere within the "textures" folder) to that atlas you will need to create a blocks.json file in YourPack/assets/minecraft/atlases:
Example blocks.json
{
"sources": [
{
"type": "directory",
"source": "custom",
"prefix": "custom/"
}
]
}```
This example would make the game add _all_ textures that are within `textures/custom` to the atlas. This **even** applies to images that are not used by your models, so keep your pack clean for better performance and smaller size!.
**_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_\_**
**Additional/more specific information**:
If you have several custom directories you can add several json objects in the "sources" list/array.
blocks.json's of different packs combine btw, so you don't need to worry that one pack will stop another pack from loading their textures.
Here is also an example pack from a Minecraft dev (boq) with some more specific examples (like only using the face part of the default pig texture instead of loading all entity textures or the whole pig texture): <https://cdn.discordapp.com/attachments/593812273164976166/1042452631743901756/sprites.zip>
The official blog post with the changes (you will have to scroll down quite a bit for the relevant information): <https://www.minecraft.net/en-us/article/minecraft-snapshot-22w46a>
if you are in 1.19.2 or older, then no, you don't need anything
you are finished, yes