#textures and holding model
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What version of Minecraft are you using?
1.20.4
I was able to fix the scythe
hold
but I haven’t been able to fix textures
k, can you open one of the .json models in a text editor and show the first few lines of text?
so like notepad?
also the scythe keeps getting messed up when I make slight adjustments to it
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.
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)
alr thanks, but how would u fix this
and this
by doing what I mentioned
or by not doing the things I said are wrong I guess (like spaces/capital letters in file names)
idk if i did it wrong or it doesn't work
did you move the texture to textures/item?
i think
please make sure it's there, then check your .json and make sure it's looking for "item/your_texture_name"
it's not working
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
he's lost LMFAO
Show the first few lines of text in your .json file
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/ ?
yea it worked
but now i js got another problem
for this new project i'm doing
when i create a texture
it deletes some of the texturing plate things
that are on the model
yk how i could fix it?
??
if you have small sides the texture generation might see those faces as smaller than 1 pixel and hence not assign a texture to them
how would i fix that?
Manual uv mapping of those sides
how do I do that?
!faq 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.
uh
the armor won't work
like
the texture and models work
but the model doesn't show
when wearing the helmet
same with the chestplate
please reply fast! i'm going on a trip in 5 hours ish
!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.