#How to put on a Texure on a custom item

41 messages · Page 1 of 1 (latest)

royal igloo
#

!faq export-vanilla-java-model

tight kettleBOT
# royal igloo !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 This only affects whether your pack is shown as "outdated" ingame or not.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 💾 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)

toxic birch
#

what

#

i allready exported it in the model folder but it donst have a texure

toxic birch
royal igloo
toxic birch
#

yes

#

(dont ask why its a hamster please)

royal igloo
#

k, 2 things:

  1. Why did you make a model for something that's just a simple texture change?
  2. Where in your pack did you save that texture directly? (Directly means you didn't move it afterwards)
toxic birch
#

if i just put the normal texure in that then the outside is transparent

#

i put it in

#

i put it in models

#

i want to make it smaller with the model

#

if i just put the texure in texures then its way to big and i cant see anything, so i wanted to make the item in my hand smaller but i dont know how to

#

yk?

median aspen
#

You can adjust the display settings

toxic birch
#

how?

royal igloo
#

copy the default totem_of_undying model into your pack, then load it into Blockbench and adjust the display settings

toxic birch
#

what?

#

so i need to get the default totem moddel?

royal igloo
#

!faq texture-to-3D

tight kettleBOT
# royal igloo !faq texture-to-3D

(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.
toxic birch
#

?

royal igloo
#

What's explained in Method 1 is basically what all default item models do: Tell the game to generate an extruded model from the specified texture(s).
And that kind of model can just be loaded into Blockbench and its display settings adjusted as you need it (just like they do for things that are held differently, like weapons/tools etc.)

toxic birch
#

ok i out the json file with the code in the models

#

what now

#

i cant speak english very well so could you explain what i should do next?

#

minecraft did not generade a new folder where i can finde it

median aspen
#

If there are any folders missing in your pack structure, you can make them

toxic birch
#

i have a models and a texure folder

#

do i need more?

toxic birch
#

hello?

toxic birch
#

the json file

#

like this?

#

tf

#

help me please

#

can i call one of you guys because if i make a different moddel of that item it wont load

#

the moddel dosnt even load ingame