#Offseting items etc

63 messages · Page 1 of 1 (latest)

long nymph
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How do i offset an item to appear on a different slot from where it actually is?
and
How do i make the item appear on its original scale? for example if its 20x16, originally it will appear compact and weird looking to fit it in a 16x16 bounds ratio, but i want certain items with larger scale to appear how it is, meaning going out of bounds of the slot

marble scarabBOT
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violet spire
violet spire
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by using the Display tab/mode in Blockbench to adjust the scale etc. accordingly?

long nymph
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Ohhh you meant in blockbench

long nymph
violet spire
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which .mcmeta?

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the one for animated textures?
the pack.mcmeta?
Cause neither of them define how a model gets scaled.

long nymph
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Tho what is the effective way to get 1:1 scale for the model to compliment the texture? so that it isn't resized in any way and keeps the 16x16 size integrity

long nymph
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directory of the item is resourcepack/fancy/textures/item

violet spire
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Base_scale being replaced by the default value for that slot (and width and height with the pixel width and height values of your texture ofc)

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Also, if that's just shaped like a default item you can just let the game generate the model from the texture.
(If it's one 0 thick element anyways ignore this)

violet spire
violet spire
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Test it in single player.
With servers every change has to be sent to the server resource pack (assuming there is one) and the hash or name of the pack has to be updated for you to see any change.
In singleplayer you can just do F3+T and (somewhat) immediately see your changes.

long nymph
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i dont know what i am doing wrong. It should be working

violet spire
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Are you using a plugin for that or something?

long nymph
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itemsadder

violet spire
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Ah, never used it

long nymph
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well, i actually have made items that overlap other slots and it worked fine

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this time it does't

violet spire
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Might be a stupid question, but did you make sure to save the changes? (In the right file(s) and sent to the server)

long nymph
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oh wait, one sec i think im onto something

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changed this from textures to model path

violet spire
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So you would need to remove generate: true now, no?

long nymph
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yeah that actually worked

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buuuut

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its behind the item

long nymph
violet spire
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I think they have render priority from left to right and top to bottom by default.
Pretty sure you can just adjust the z-offset and it should show up then though.

long nymph
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i need so that the item appears vertically on the gui, because there would be mulitple items next to each other

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Like seen here

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(there are 3 bottom slots which are gonna be full. Theres that gold arrow for reference)

violet spire
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as I said, changing the z-translation should work for "render order"

long nymph
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this right?

violet spire
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yes

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though not sure right now if it needs to be a negative or a positive value

long nymph
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changed it to this

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doesnt work

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wait hmm

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Ok the arrow is located here, buut its still behind the normal item..

violet spire
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what did you change the Z translation to?

long nymph
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"translation": [-18, 23.75, 1]

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to -18

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(z translation was the first number not last lol)

long nymph
violet spire
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X is left/right

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Z is backwards/forwards

long nymph
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ooh

long nymph
violet spire
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not sure if it needs to be positive or negative right now

long nymph
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hmm... well 1 and -1 didnt fix it

violet spire
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try higher values

long nymph
violet spire
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idk why you don't place it directly below, but there is nothing wrong per se with that slot either

long nymph
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ok higher value fixed it