#Ressource Pack doesn't appear after blueprint and command

79 messages · Page 1 of 1 (latest)

half leaf
#

Hi I hope you're doing good ! To make custom mobs models, I heard I could use blockbench, for a java server without mods (only plugins like mm) what option should I take to make my mobs ? I'm new to this software

karmic nymphBOT
#
Conflicting tags detected

It looks like you have applied tags to this post that conflict. Please only apply the tags that are relevant to your post. We can only help you if we know the context of your question, and applying incorrect tags makes this confusing.

You can refer to #1029373817119838218 for a description of what each tag is for!

Welcome to the help forum!

Please make sure to read #1029373817119838218 as it may answer your question!

Once your question has been resolved, please mark the post as closed by using the </close:1163944441741049897> command.

pulsar rapids
tough wind
#

I’ve always used bedrock model 🤷‍♂️

Just gotta make sure you stick to rotation requirements when modeling.

Assuming you’re using model engine as well?

half leaf
#

So bedrock model works for Java ?

#

and what would be those requirements ?

pulsar rapids
pulsar rapids
karmic nymphBOT
# pulsar rapids !faq java-rotation
FAQ
Java: Rotation

The rotation of elements in the Minecraft Block/Item format are limited to one axis at a time and increments of 22.5 degrees. Minecraft cannot load models with different rotations.
(To be more specific, the only allowed values are -45, -22.5, 0, 22.5 and 45. If you work in a Block/Item format project and rotate an element then Blockbench will adjust the size/rotation/position of your element so you won't hit a wall at -45 or 45 degrees)

pulsar rapids
#

Groups can have whatever rotations you want, cause each group/bone in your project gets converted into a separate item models put in a separate armor stand that gets moved/rotated/posed based on the animation.
Hence why all cubes must adhere to Block/Item model limitations.

#

Technically you gotta worry about the size/position of your cubes in a group too. If they are too far away from the pivot point of the group it will invalidate the model for that group.
Though afaik you have like 70 units of space in each direction, so unless you plan to make something massive that shouldn't be a problem.

half leaf
#

Sorry I'm new to this software. What are rotations ?

#

Also if I want to do a model, what do I do ? Do I just make it or do I have to do other stuff ?

#

Also how do I animate it ?

pulsar rapids
pulsar rapids
half leaf
pulsar rapids
#

look up the word if you don't know it

half leaf
#

What do I do with model engine ?

tough wind
#

Google some tutorials and read the wiki. That’s gonna be the best info you can find

half leaf
#

So I'm making my first model and it seems when I try to make my hitbox, I do another cube, but it gets like linked to another cube, so when I want to erase it's texture, it erases other blocks textures

pulsar rapids
#

!faq uv-mapping

karmic nymphBOT
# pulsar rapids !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.

pulsar rapids
#

though, in the case of hitbox cubes you just set them to invisible afaik (as in you click on the eye symbol next to the cube in the Outliner section (right side of screen)

half leaf
#

Oh okay thanks !

#

And then how I transfer it to model engine and mythic mobs ? I didn't managed to find how to get the files and all

#

Like the model is done, I have the animation and all, but like how do I transfer that in game is the part I didn't found

#

nvm I think I got it

#

Okay so @pulsar rapids I got the file and put it in the blueprints folder, but after doing the /meg reload models command no ressource pack appear

#

Also in game, the command isn't even recognized

#

Ressource Pack doesn't appear after blueprint and command

#

nvmm

#

I already have a ressource pack since I use items adder and all, but I don't understand this part for real

pulsar rapids
half leaf
#

what are those mentioned stuff ?

#

Because like

half leaf
#

I assume it's because it merged with items adder ?

pulsar rapids
#

yeah, and in there should be "assets/modelengine" etc.

half leaf
#

and what are the mentioned stuff ?

#

this ?

#

Sorry English isn't my first language so sometimes I'm a bit confused

#

and I didn't found any video so yeah lol

#

My model engine folder doesn't have a leather_armor thing

pulsar rapids
half leaf
pulsar rapids
#

in the same (relative) position in the other pack

half leaf
#

My model has multiple json files, is it normal ? Like what do I move ?

pulsar rapids
#

everything

half leaf
#

there's no predicate in that

half leaf
#

is it just me that missed something or ?

half leaf
#

Could it be possible to hop on a vc so I can understand well @pulsar rapids

pulsar rapids
#

the guide clearly states that if it has predicates in the leather_horse_armor.json you need to do stuff

half leaf
pulsar rapids
#

you copy the two folders the guide mentions and that's it
if the leather_horse_armor.json of the other pack has predicates you follow what says in the guide. You don't need to do anything with bones or anything in that file

half leaf
half leaf
pulsar rapids
#

you move the folders from the pack modelengine generated into the other one

half leaf
#

so first ressource pack modelengine into the zipped one ?

#

I'm so sorry, for me it is really unclear, a video or vc would be way simpler

half leaf
#

@pulsar rapids

half leaf
#

@pulsar rapids

half leaf
# pulsar rapids .

I apologize, but I really don't understand, a video or vc with screen shared could help me way more

pulsar rapids
#

what is what is for you to figure out since it's your stuff

half leaf
#

Bruh

#

Sorry

#

I thought the whole point was you understanding model engine

tough wind
#

Model engine is not associated with blockbench. They have their own separate discord for stuff like this.

If there’s something specific with model engine you’ll need to look there. Any help given here outside of solely blockbench is personal experience and not always the most current information. It’s people trying to be helpful, not obligated to help.

Found this with a quick google search: https://youtu.be/nLLiObmQLgM?si=kXot3DbGjlUWPff9