#Mesh into java
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wit coding or sth right?
that would be a mod then, no?
For a normal resource pack you could add this to your pack: https://github.com/Godlander/objmc
For a mod you'd probably do this:
!faq forge-obj
Forge does allow you to use .obj models in Minecraft, without making a mod.
Here is a step by step guide how to use that feature.
- Flip your model along the z axis, south and north are flipped in the exported obj models.
- Move your model by +8 on the x and z axis.
- Each cube and mesh, must have a unique name
- You can export the model now, default naming rules apply
- You'll have to edit the .mtl file, it has paths to your textures and those need to be adjusted for MC resourcpacks. Here is an example,
map_Kd example.pngit is recommended to replace that withmap_Kd #example. The # defines it as a variable and simplifies things a bit. - You'll have to create a JSON file for your model, with following content:
{
"loader": "forge:obj",
"model": "<path to your obj model>.obj",
"flip-v": true,
"textures": {
"particle": "<path to particle texture>",
"example": "<path of the another texture>"
}
}
The example in the textures here, is the replacement for the variable we defined in step 5.
This makes it possible to use this .obj model for various different blocks now as you'd do with normal models.
That is basically it, it's not too complex once you get the hang of it.
You can also define display settings in the json file.
(or have a custom renderer of sorts)
ok thanks