#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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i want a normal crossbow to have that model
and then once that is done im going to set it to a name
this is what i have in blockbench rn
i think the sculk_crossbow.geo if for when its in use (in main hand)
then sculk_crossbow_drop.geo is when its dropped
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?
i also dont know how to animate the crossbow loading with an arrow
oh wait
i just changed it to a java enitity
i have these 2 now but im unsure as to how i make this into a texture pack
@winter cradle
i want it so i have the normal crossbow but when i /give with the item name thing i get the custom corssbow
Seeing how your files are called sculk_crossbow they shouldn't affect the normal crossbow files.
For which version of Minecraft is this?
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))
specific compenent sounds good
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)
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.
you need to replace "0": "sculk_crossbow" with that
-# only the bold part
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)
i think i messed something up
oop
2 misn
mins
testing
nope nevermind
still doesnt work
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)
any particular reason for using 1.21.4?
Try it on 1.21.6 or newer (in singleplayer for now, just to see if it works otherwise)
what's the command you used ingame?
/give @s crossbow[item_model="minecraft:sculk_crossbow"]
but you didn't name your file sculk_crossbow
you named it wdaaw
so the command would be
/give @s crossbow[item_model="minecraft:wdaaw"]
oh, I missed a comma in the example I sent
add a comma at the end of line 4
-# "property": "minecraft:using_item"
uh ok
now its showing me it
but
when i charge it and when its reasy to shoot
its like the purple and black square
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).
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.
so how do i do that
same way you made`the sculk_crossbow model
no
those are an animation file and a file for animating it in the player's arm (probably posing)
and as I said, Java Block/Item models have no concept of animations
you need to make separate models
so how im doing this is through a bedrock addon file
manually if needed
Bedrock won't have 6 separate model files
Java needs 6 separate model files (if you want it to visually behave exactly like a default crossbow)
there is no direct conversion without manual work
is there an videos i could watch to help
no
cause it's just making a model
(or in your case editing one)
there is no "how do I convert a Bedrock crossbow to Java Edition" tutorial
the file name has to be like this right
oh wait do i just put the same file in bb
then change thee file name
and then change the display settings
for the charged and stuff
well, you probably wanna edit it a bit so it looks like the line is being pulled back too
but in general yes
ok
several models can share the same texture (if you didn't edit the texture)
i added the lines on the crossbow
if it's a pure model change and you didn't touch the texture then you don't need to save the texture separately
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.
And you'd only need to export the model (File > Export > Block/Item model)
ok
by naming them accordingly and testing it ingame?
and is the first stage sculk_crossbow_pulling_0 or sculk_crossbow_pulling_2
nvm
i got it
i give up
0 is the first stage, 2 the last
it just bugged
what do you mean by "bugged"?
like the pulling thing semi worked
like it didnt show the glitched purple and black
but it didnt show the crossbow
and im just confused
so no point
wasting time
as in it showed nothing?
if yes, that sounds like the display might just be too low