#textures and holding model

59 messages · Page 1 of 1 (latest)

fierce sage
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some of the models i've made for minecraft haven't been working, some of the textures look bad and when you hold the scythe in 1st person it looks bad

quiet frigateBOT
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fierce sage
high peak
fierce sage
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1.20.4

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I was able to fix the scythe

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hold

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but I haven’t been able to fix textures

high peak
fierce sage
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so like notepad?

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also the scythe keeps getting messed up when I make slight adjustments to it

high peak
# fierce sage

K, so first of all, textures need to be in assets/minecraf/textures/item (or /block) as of 1.19.3
Or you need to make an extra file in your pack telling it from what older folders it should add all textures to the internaly generated texture atlas.

Second of all, you can't have spaces in your file/folder names (inside the pack). No capital letters either.

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If you save the texture from Blockbench directly to the location in your pack the texture path in the model will be automatically generated to point to there. (Same for loading textures into Blockbench). So if you wanna update the texture location you will need to update the texture reference in the model that way too (rightclick the texture, and then "Save As" or "Change file" depending on if you wanna save or load the texture)

fierce sage
high peak
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by doing what I mentioned

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or by not doing the things I said are wrong I guess (like spaces/capital letters in file names)

fierce sage
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idk if i did it wrong or it doesn't work

fierce sage
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the model fixed

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js no textures

high peak
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did you move the texture to textures/item?

fierce sage
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i think

high peak
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please make sure it's there, then check your .json and make sure it's looking for "item/your_texture_name"

fierce sage
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alr

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lemme do that rn

fierce sage
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it's not working

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are you able to vc anytime and help my friend out? i made the model and he needs help like putting it into a texture pacck

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he's lost LMFAO

high peak
fierce sage
high peak
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k, that looks correct (except for the particle line, but that only affects break particles, not the whole model, so we will ignore that for now)

Do you have a netherite_pickaxe.png in assets/minecraft/textures/item/ ?

fierce sage
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yea it worked

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but now i js got another problem

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for this new project i'm doing

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when i create a texture

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it deletes some of the texturing plate things

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that are on the model

fierce sage
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yk how i could fix it?

fierce sage
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??

high peak
fierce sage
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how would i fix that?

high peak
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Manual uv mapping of those sides

fierce sage
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how do I do that?

high peak
quiet frigateBOT
# high peak !faq uv-mapping
FAQ
Blockbench: UV Mapping

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 Box UV

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 select "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.

fierce sage
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uh

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the armor won't work

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like

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the texture and models work

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but the model doesn't show

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when wearing the helmet

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same with the chestplate

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please reply fast! i'm going on a trip in 5 hours ish

high peak
quiet frigateBOT
# high peak !faq java-armor
FAQ
Java: Armor

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.