#help please my texture has problems

1 messages · Page 1 of 1 (latest)

untold onyx
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@analog notch

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oops sorry for the ping

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<@&935561184806060073>

analog notch
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lol

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I have already downloaded the file

analog notch
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extra comma

lime spoke
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in the model is another trailing comma

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I really recomend using something like vscode or any other syntax highlighter, these errors are very easy to avoid

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that is essentially just a text editor

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but it supports syntax highlighting for many languages by default

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and there are a lot of extensions that make it support pretty much every language imagineable

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with autocomplete and everything

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there is also data pack helper plus with extensive syntax checking for mcfunction

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yes, in the elements section you are refering to texture 2

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but you only specify teexture 1

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tldr just change the "1": "block/custom/bastard_sword" to "2": "block/custom/bastard_sword"

analog notch
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?

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Do you want a large item in your hands?

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you can make the maximum cube size and maximum multiplier in the Display tab in BlockBench. or do you need even more?

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wdym 1 cube

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show the model

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so just make the blade bigger on the texture

lime spoke
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You can just increase the scale using the display stuff

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And then make the model out of smaller cubes / use a higher res texture

lime spoke
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you just did

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👀

proud wharf
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what’s in the shield model json file?

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uhhh

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one sec

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is it the error texture both when holding it and when it’s blocking something

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ok then the issue should be in shield.json

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hmm

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yeah that’s not how the shield is meant to work

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ight so

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{
    "parent": "builtin/entity",
    "gui_light": "front",
    "textures": {
        "particle": "block/dark_oak_planks"
    },
    "display": {
        "thirdperson_righthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 10, 6, -4 ],
            "scale": [ 1, 1, 1 ]
        },
        "thirdperson_lefthand": {
            "rotation": [ 0, 90, 0 ],
            "translation": [ 10, 6, 12 ],
            "scale": [ 1, 1, 1 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, 180, 5 ],
            "translation": [ -10, 2, -10 ],
            "scale": [ 1.25, 1.25, 1.25 ]
        },
        "firstperson_lefthand": {
            "rotation": [ 0, 180, 5 ],
            "translation": [ 10, 0, -10 ],
            "scale": [ 1.25, 1.25, 1.25 ]
        },
        "gui": {
            "rotation": [ 15, -25, -5 ],
            "translation": [ 2, 3, 0 ],
            "scale": [ 0.65, 0.65, 0.65 ]
        },
        "fixed": {
            "rotation": [ 0, 180, 0 ],
            "translation": [ -4.5, 4.5, -5],
            "scale":[ 0.55, 0.55, 0.55]
        },
        "ground": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 2, 4, 2],
            "scale":[ 0.25, 0.25, 0.25]
        }
    },
    "overrides": [
        {
            "predicate": {
                "blocking": 1
            },
            "model": "item/shield_blocking"
        },
        {
            "predicate": {
                "custom_model_data": 1
            },
            "model": "block/custom/crusader_shield"
        }
    ]
}```
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try this

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no

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keep it exactly that

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it just includes the default shield.json as well

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basically you used the format for handheld items on a shield

proud wharf
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sure what’s up

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oh yeah

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custom models don’t apply to armor

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it’s hardcoded

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but what you can do

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is replace the model of a normal item (with custom model data)

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and put that on their head

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(it only works on head)

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In this tutorial I explain how to make custom armor in vanilla minecraft 1.19 This will still work when 1.20 is released! I explain how you can make a 3 dimensional hat like the one I created for SolidarityGaming to use in Empires SMP! In part 2 I will explain other things like how you can make actual custom armor pieces other using Optifine!

T...

▶ Play video
untold onyx
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I can rn but maybe any <@&935561184806060073> can

proud wharf
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<@&935561184806060073> they need help

analog notch
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okay

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@unborn obsidian
show your problem

proud wharf
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how are you making them have different textures? in vanilla minecraft you can’t make different armor models have a different texture just by having a different name

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can I see the file which has the cit stuff in it

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yeah I’ve got no idea, never messed with optifine CIT

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how did I do what

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Optifine generally isn’t a good way to go about this. You can use leather armor and a specific leather armour colour can have a different texture, allowing for up to 2^3 or 16,777,216 different possible custom armor sets. And plus, if they get renamed, it stays the same.

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what when who

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I never said I never messed up

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ok lol

analog notch
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wait pls

proud wharf
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stop spam ping

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but as I said, using optifine is generally a very bad idea

analog notch
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@unborn obsidian
which version are you on?

proud wharf
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no as in - scrap optifine completely, there’s other methods which work in vanilla minecraft and are safer to use

analog notch
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this is good, there is a vanilla way. you can use armor trims. I will soon give an example of a datapack and a resource pack

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using mods is a bad idea to do something. wait, what do you need custom armor for? for a datapack, for a map, for a server, or what?

analog notch
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what is the resource pack for?

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@unborn obsidian

lime spoke
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Can you send the contents of your cit files? I don’t want to download your whole pack

proud wharf
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did you read their message

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the contents of the files

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because they dont wanna download it

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:P

lime spoke
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split them into 2 files

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type=armor
items=iron_helmet iron_chestplate iron_leggings iron_boots
texture.iron_layer_1=./cross_layer_1
texture.iron_layer_2=./cross_layer_2

nbt.display.Name=ipattern:Cross
type=armor
items=iron_helmet iron_chestplate iron_leggings iron_boots
texture.iron_layer_1=./malta_layer_1
texture.iron_layer_2=./malta_layer_2

nbt.display.Name=ipattern:Malta
lime spoke
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..

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just try it out

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it takes 2 seconds to go thorugh all options

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why ask me?

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but yes, remove the old one and name the new ones how every you like as long as they are in that folder and are of .properties

lime spoke
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if you only change the texture then the model wont change ...

lime spoke
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In cit to change a texture you use texture= to chance a model you use model=

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This looks like it is applying your custom texture onto the vanilla item