#export texture
82 messages · Page 1 of 1 (latest)
texture and model files need to be exported as separate files (for Minecraft at least)
.bbmodel contains both, but is only used for Blockbench
im trying to make a custom model to overwrite amethyst_shard , with different models for different model deeta
how to export as bb model?
File > Save Project
that's File > Export, not File > Save Project
thanks, so this here is looking nicer?
as I said, .bbmodel is only for Blockbench itself
It does absolutetely nothing in a resource pack
ah.
(besides taking up space)
ill delete
so for the resource pack, its 2 files per "thing" i want to model
one texture and one model?
and the model in this context is a json?
yes
how to get the texture?
it should ask you where you wanna save the texture when you export the model
alternatively click on the 💾 icon next to the texture
do i need to rename it to the samr as the .json?
it's important that you save the texture directly to its intended location in the pack (which needs to be somewhere in assets/minecraft/textures/item or /block by default)
the name doesn't need to be the same
no
okay, interesting
The model contains a small relative path to the texture
When you save/load the texture Blockbench updates the texture path in the model
Hence why you also need to export the model after you saved/loaded the texture at least once.
Moving the texture afterwards won't update the texture path in the model automatically.
also just to clarify, if i want a server resource pack, i can
make a new folder in my current resourse packs folder
edit there
move it around and zip
add to servre?
server resource packs are the same as normal resource packs, yes
(except that they need to be uploaded somewhere)
Moving the texture afterwards won't update the texture path in the model automatically.
so i need to export texture before model??
yes
alright
if you ever need to update the location of the texture in your model you can rightclick the texture in Blockbench, click "Change File" and load it from its new location
(and then export the .json model again)
reexport texture>?
rightclick > Save As
ty
ifi move the short cut ot desktop
it will stil work
because its done with referenceing
or whatever
and tysm for your time
how to make the pack visible?
visible?
also, you close a post by typing !close, not by deleting the first message @low berry
as in model correct, but pink/black texture?
perhaps...
i used a small example and its all black
but that might be why
like it would be pink if there was space
well, all black just means it uses the black part of that pink-black error texture
well, usually that happens if the texture isn't in a valid location or wasn't properly exported from Blockbench into a pack
can you open your .json model in any text editor and show the first few lines of text?
"credit": "Made with Blockbench _ test 1",
"textures": {
"0": "custom/texture_1",
"particle": "custom/texture_1"
},
"elements": [
{
"from": [6, 6.2, 9],
"to": [8, 8.2, 11],
"faces": {
"north": {"uv": [2......
(which needs to be somewhere in assets/minecraft/textures/item or /block by default)
I mentioned this earlier, but didn't go into too much detail about it:
!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>
that's the "more detail" version of that (assuming you are in 1.19.3 or newer)
so if i remove the thing about it being in ruddy "custom"
ruddy?
and your options are either:
-Have your texture in either textures/item or textures/block (and adjust the texture path in the model accordingly)
-Create that one file the bot mentioned
thank you so much
sorry for all the questions
is there an easy way to like build stuff out of blocks or voxels
no, neither Blockbench nor Minecraft are optimized for voxel models
i worded it wrong like
okay
see how this cube has different coloured faces
is there some easy way to make ALL cubes have consistent face colours
as in have all cubes have the same color? Or as in if you texture one side of the cube all sides become that color?
you can use the paint bucket tool (set to "element" mode) to color a whole cube
!close