#Texture issues (help)

20 messages · Page 1 of 1 (latest)

quaint pawn
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I have several problems. I've been looking for tutorials on how to add mods to blockbench to make my own renders (I use Mine-Imator), in all the tutorials I've seen I see that they only download the Mine-imator plugin, add a model of the mod and then only add the texture to later export it as a .mimodel file. When I do all these steps I face several problems, 1. When I go to import a texture to a model, first I get this window where it says the following (1st image), generally I don't take it into account but I feel that it has something to do with it, if I click ''OK'' the texture is added but the model would remain blank, the only way to place the texture is manually.

  1. Although placing the texture manually worked, in the YouTube tutorials that I see they highlight that you have to change the option from ''Per-face UV'' to Box UV'', and when making this change the textures of the model change their position, basically the range changes size even though the size of the project and the image are the same (2nd image) and as you can imagine, this change makes the model look bad since the texture does not match what It is seen in the game.

  2. Trying failure after failure, I export the projects to the .mimodel format (Mine-Imator plugin format), when I take them to the same program and import the assets, the model seems to have no texture, I thought about solving this by placing the texture manually in the mine-imator but it does not look like it does in the blockbench and much less like it does in the game, it looks as if the texture has been placed like in the image preview (3rd image)

The Mod I'm using is a Fnaf envelope

Link: https://www.planetminecraft.com/mod/fnaf-blocks-v1-0-1-17-1/

regal belfryBOT
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tired valley
# quaint pawn I have several problems. I've been looking for tutorials on how to add mods to b...

That Blockbench warning should only pop up in a Block/Item model format afaik.
And it won't "auto apply" to cubes cause the Block/Item model format supports several active textures, so there is no reason for it to automatically apply to everything on import.

If you use decimal sized cubes or if your UV isn't the same as your cube size then box-uv will run into the problem you are encountering.
If you aren't using decimal sized cubes and the UVs are the same size as the cubes (or depending on your resolution half or double etc.) then try generating the texture again, but tick the "box-uv" option in that texture creation window and see if that works out for you.

quaint pawn
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Or is there something I still don't realize?

tired valley
quaint pawn
tired valley
quaint pawn
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Load your model in such a way where it looks "correct" with the old texture:

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Create a new texture (do NOT delete the old texture first), and tick the "Box-uv" option in that texture creation screen:

tired valley
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maybe untick "keep multi texture occupancy, otherwise yes

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some stuff will look broken though due to inconsisten pixel sizes (like those bits)

tired valley
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change the old texture to a static texture first

tired valley
# quaint pawn how

rightclick the texture, click "Flipbook Animation", then "Reframe" and set it to 1 frame

quaint pawn
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OMG