#Stubborn Mooshroom

24 messages · Page 1 of 1 (latest)

crystal rover
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Hi!
I have several topics I would appreciate some help with, not sure if I should split them though, as I don't want to "spam" the channel.

  1. I used Blockbench and Gimp to change the apperance of the cow mob slightly. Adding a tail, ears and bigger horns etc. All of wich works just fine.

But when I try to apply the same tweaks to the Mooshroom mob, only the texture is loaded in the game, it seems to ignore any changes made to the 3D model completely. I tried saving as both mooshrom.geo.json and mooshroom_v1.0.geo.json
But neither made any difference, and being a noob I have no clue as to why?

  1. I made a custom texture for the wolf, that resembles my IRL dog.
    I would like to add some code, if this is possible within the scope of a resource pack. That applies the texture when a certain name tag is applied to the tamed wolf.
    That way I don't have to replace one of the existing wolf textures.
    But I don't want to make my texture-pack into a full add-on as I want to retain the ability to get the achievements and such.

  2. I wanted to remodel the cauldron to have a more interesting shape, as I think it is very plain compared to the new pots they added.
    But I have no idea where to even begin, and the wizard plug in seems to only be able to add new blocks, which again would need behavior pack coding to work at all I guess?

Thanks!

prime falconBOT
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steel agate
# crystal rover Hi! I have several topics I would appreciate some help with, not sure if I shoul...
  1. Mooshroms have geometry identifiers set as geometry.mooshroom.v1.8 and geometry.mooshrom, so if your model does not have the latter identifier then the model will not change. Entity Mmodels also must be put in models/entity in order for the game to detect it.

  2. You can use a query to detect if your mob has a certain name to change the texture dependingly, this requires only a texture pack and does not break achievements.

  3. You cannot modify vanilla block models, but you can change their textures.

crystal rover
steel agate
# crystal rover 1. Ah v1.8 that is odd as the file I have is v1.0 ? This is in the downloaded "s...
  1. Model Identifiers is within the model itself, you can edit the identifiers inside your model through File > Project > Model Identifier, and type out mooshroom.

  2. You can check out bedrock.wiki for a basics about entity render controllers and resource pack. The page doesn't have one specifically about changing texture when named though, so you'll have to create one yourself with the help of vanilla packs.
    Some vanilla render controllers have queries that detect names, so you can also use that when editing the wolf render controller. You must also include the wolf texture first before it can assign the texture when named

crystal rover
crystal rover
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Here's the bit's I've been trying, jsonlint.com says it's valid, but in-game, nothing happends when I apply the name tag (other than the name getting applied ofc) there are no error messages or anything...I have no clue what I'm missing 😕

steel agate
crystal rover
steel agate
crystal rover
steel agate
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hmm

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how does it appear ingame?

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I mean how does it look like currently?

crystal rover
# steel agate hmm

Sorry, I'm at work currently and cannot provide screenshots. But it looks just like a normal wolf with the name "My Lilla".
The texture does not change at all.

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Tested on a creative superflat world, and a fresh install of my texture pack.

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Tried both tamed and wild wolves too, didn't make any difference

steel agate
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hmm

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alright, then give me the pack

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I'll try editing it and see if it works

crystal rover