#ive got these 3 models from a bedrock addon but i dont know what to do next to put them into a java

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shy ravine
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shy ravine
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i want a normal crossbow to have that model

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and then once that is done im going to set it to a name

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this is what i have in blockbench rn

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i think the sculk_crossbow.geo if for when its in use (in main hand)

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then sculk_crossbow_drop.geo is when its dropped

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but sculk_crossbow_back.geo im not sure but it might be when its not in hand and sits on the left of the character in game on the back?

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i also dont know how to animate the crossbow loading with an arrow

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oh wait

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i just changed it to a java enitity

shy ravine
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@winter cradle

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i want it so i have the normal crossbow but when i /give with the item name thing i get the custom corssbow

winter cradle
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Seeing how your files are called sculk_crossbow they shouldn't affect the normal crossbow files.
For which version of Minecraft is this?

shy ravine
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1.21.4

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i just dont know what the pack should be layed out as

winter cradle
# shy ravine i just dont know what the pack should be layed out as

You'd have your textures anywhere within assets/minecraft/textures/item/ (or a custom namespace instead of minecraft)
You'd have your models anywhere within assets/minecraft/models/item/ (or a custom namespace instead of minecraft)
Then you'd adjust the texture path in your .json model files to be "minecraft:item/sculk_crossbow" (if your texture is in assets/minecraft/textures/item/sculk_crossbow.png)

And after that it would depend on when you want your model to be used instead of a normal crossbow (specific component, name based etc. (specific component is the simplest))

shy ravine
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specific compenent sounds good

winter cradle
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k, then you add one (manually created) .json file in assets/minecraft/items/ (or in a custom namespace again) that contains this:

{
  "model": {
    "type": "minecraft:condition",
    "property": "minecraft:using_item"
    "on_false": {
      "type": "minecraft:select",
      "property": "minecraft:charge_type",
      "cases": [
        {
          "model": {
            "type": "minecraft:model",
            "model": "minecraft:item/sculk_crossbow_arrow"
          },
          "when": "arrow"
        },
        {
          "model": {
            "type": "minecraft:model",
            "model": "minecraft:item/sculk_crossbow_firework"
          },
          "when": "rocket"
        }
      ],
      "fallback": {
        "type": "minecraft:model",
        "model": "minecraft:item/sculk_crossbow"
      }
    },
    "on_true": {
      "type": "minecraft:range_dispatch",
      "property": "minecraft:crossbow/pull",
      "entries": [
        {
          "model": {
            "type": "minecraft:model",
            "model": "minecraft:item/sculk_crossbow_pulling_1"
          },
          "threshold": 0.58
        },
        {
          "model": {
            "type": "minecraft:model",
            "model": "minecraft:item/sculk_crossbow_pulling_2"
          },
          "threshold": 1.0
        }
      ],
      "fallback": {
        "type": "minecraft:model",
        "model": "minecraft:item/sculk_crossbow_pulling_0"
      }
    }
  }
}```
-# (you can adjust the "model": "_path_" values as you see fit based on your pack's layout etc. ofc)
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And assuming you named that file sculk_crossbow.json and it's in the minecraft namespace you can then use
/give @s crossbow[item_model="minecraft:sculk_crossbow"] ingame to get the sculk crossbow.

shy ravine
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do i just have the "minecraft:item/sculk_crossbow" like that

winter cradle
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you need to replace "0": "sculk_crossbow" with that
-# only the bold part

shy ravine
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ok

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done

winter cradle
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yup
though, if you are in 1.21.4 I'd suggest setting the project format to 1.9-1.12.5 in File > Project..., else you run into the problem that you might give your cubes invalid rotations.
-# Before 1.21.6 cubes could only be rotated in 22.5° steps. As of 1.21.6 cubes can have any rotation (but are still limited to be only rotateable on one axis)

shy ravine
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i think i messed something up

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oop

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2 misn

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mins

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testing

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nope nevermind

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still doesnt work

winter cradle
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as I just said, versions before 1.21.6 do not support rotations that aren't 22.5° steps (more specifically +/-22.5, +/-45 or 0)

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any particular reason for using 1.21.4?

shy ravine
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the server is 1.21.4

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idm changing

winter cradle
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Try it on 1.21.6 or newer (in singleplayer for now, just to see if it works otherwise)

shy ravine
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no luck

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same thing

winter cradle
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what's the command you used ingame?

shy ravine
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/give @s crossbow[item_model="minecraft:sculk_crossbow"]

winter cradle
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but you didn't name your file sculk_crossbow

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you named it wdaaw

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so the command would be
/give @s crossbow[item_model="minecraft:wdaaw"]

shy ravine
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i changed it after i sent you it

winter cradle
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oh, I missed a comma in the example I sent

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add a comma at the end of line 4
-# "property": "minecraft:using_item"

shy ravine
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uh ok

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now its showing me it

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but

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when i charge it and when its reasy to shoot

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its like the purple and black square

winter cradle
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because you only have a sculk_crossbow model, but no sculk_crossbow_pulling_0 etc. models
Java Block/Item models have no (editable) animations. They only have model swapping based on criteria specified in the item definition file (the file in the items folder).

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The default crossbow has _pulling_0, _pulling_1, _pulling_2, _arrow and _firework models.
The pulling one are for the pulling animation, the arrow and firework ones are for when it's loaded and has an arrow or firework projectile loaded.

shy ravine
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so how do i do that

winter cradle
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same way you made`the sculk_crossbow model

shy ravine
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ok

winter cradle
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no

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those are an animation file and a file for animating it in the player's arm (probably posing)

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and as I said, Java Block/Item models have no concept of animations

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you need to make separate models

shy ravine
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so how im doing this is through a bedrock addon file

winter cradle
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manually if needed

shy ravine
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so i have no idea where the stuff is in here

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but im looking thorugh it

winter cradle
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Bedrock won't have 6 separate model files

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Java needs 6 separate model files (if you want it to visually behave exactly like a default crossbow)

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there is no direct conversion without manual work

shy ravine
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is there an videos i could watch to help

winter cradle
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no

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cause it's just making a model

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(or in your case editing one)

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there is no "how do I convert a Bedrock crossbow to Java Edition" tutorial

shy ravine
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the file name has to be like this right

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oh wait do i just put the same file in bb

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then change thee file name

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and then change the display settings

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for the charged and stuff

winter cradle
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but in general yes

shy ravine
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ok

shy ravine
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wait so i need the png of the pulling right

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what do i do

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@winter cradle

winter cradle
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several models can share the same texture (if you didn't edit the texture)

shy ravine
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i added the lines on the crossbow

winter cradle
shy ravine
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ok bet

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but if i did then i save the model and texture right

winter cradle
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Depending on if you loaded the texture from the model or not you might need to manually adjust the texture path in the model again though.

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And you'd only need to export the model (File > Export > Block/Item model)

shy ravine
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ok

shy ravine
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ok once ive got the 3 pulling models

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how can i test if they work

winter cradle
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by naming them accordingly and testing it ingame?

shy ravine
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and is the first stage sculk_crossbow_pulling_0 or sculk_crossbow_pulling_2

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nvm

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i got it

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i give up

winter cradle
shy ravine
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it just bugged

winter cradle
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what do you mean by "bugged"?

shy ravine
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like the pulling thing semi worked

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like it didnt show the glitched purple and black

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but it didnt show the crossbow

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and im just confused

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so no point

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wasting time

winter cradle
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if yes, that sounds like the display might just be too low