hi i am creating a meta quest 2 in block bench, and i want to be able to equip it as a helmet the problem is that to do it i have to pass my model from .json to .java but the pixels are too small for a minecraft entity, it shows me this error, do you have a solution to solve my problem without changing the size of my headset?
when I import this model in MCreator, it fails to compile the code, because of him
#Meta Quest model Minecraft
9 messages · Page 1 of 1 (latest)
If you are in the modded entity format, there's no solution to that besides making them bigger
Como solution blockbench tells me about modifying uv but I don't know exactly what it is
- 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.
yes thank you, but do you have an idea how to modify the uv so that there is no longer the error? blockbench tells me something but I don't see how to go about it
on the first picture
Box-uv is mandatory for Modded entity projects and hence you can't switch yo per-face uv.
Why does it need to be a .java model in the first place? Item models render just fine on player heads too? (See carved pumpkin for example)
well I don't know how to put a model as a helmet, on mcreator you absolutely need a java model not json
for minecraft Mcreator, the .json object is used to display the object in the hand and the .java on the body or an object