Jump to content

[Help] 1.8 - Block Model with JSON - Textures larger than 16 pixels?


Samalot

Recommended Posts

I am creating a vending machine, which I would like to have a model that extends two blocks high.

 

 

 

I have done some research on this, and initially built code which split the  block up into two sub blocks - the idea being that I would texture each. However - I am interested in exploring the option of doing it within one block.

 

 

 

I am fairly sure I understand how the JSON block model works - here is my potential code:

 

 

{
    "textures": {
        "texture0": "lazarus:blocks/infusatron/infusatron"
    },
    "elements": [
        {
            "from": [ 1.0, 0.0, 4.0 ],
            "to": [ 15.0, 12.0, 12.0 ],
            "faces": {
                "down": { "uv": [ 0, 0, 55, 31   ], "texture": "#texture0"},
                "up":   { "uv": [ 0, 32, 55, 63  ], "texture": "#texture0"},
                "north":{ "uv": [ 56, 0, 111, 31  ], "texture": "#texture0"},
                "south":{ "uv": [ 112, 0, 167, 31  ], "texture": "#texture0"},
                "west": { "uv": [ 168, 0, 200, 31  ], "texture": "#texture0"},
                "east": { "uv": [ 201, 0, 9, 232  ], "texture": "#texture0"}
            }
        }
    ]
}

 

 

 

I would like to map this image onto the model:

 

 

Vr9dDm8.png

 

 

 

But - I get this rendering error:

 

 

wq5IIpQ.png

 

 

 

From what I understand, this is likely due to 'UV' extending 0-16, but I need my textures to have more detail than 16x16 pixels and would ideally like to avoid having to split the model up into 100 different cubes.

 

Is there a way to achieve what I desire? Have I (like usual) completely missed the obvious?

 

Thanks for your time,

 

Sam

Link to comment
Share on other sites

Are you using a program? I really suggest you using cubik pro or mrcrayfish's model creator...

 

Would I be incorrect in saying that MrCrayFish's program restricts you to 16x16x16?

 

I'll have an other look at it, thanks!

 

i do not remember but i think its better to use cubik pro, thats what i use..

Doing stuff n' things

Link to comment
Share on other sites

Mcrayfish model creator does not limit the size of textures used... just import the photo individually.

 

like go with a 8x8, 16x16, 32x32, 64x64, 128x128.

you can use paint to create something of this size if you aren't a fan of gimp.

(or photoshop, or some other high priced crap that likes to try to sue gimp)

 

Import the photo, apply it to the cube(or whatever), then adjust the white outline on the left hand side to fit the texture. You can also drag around the white outline after shaping it to select only part of the given texture to apply.

 

The only thing I know of that mcrayfish model creator doesn't do is some complex rotation stuff and create mcmeta files for multiple layered textures.

(which is alright)

 

then with that done, erase the comment and names of each section found in the json file.

(which there should be a mod/program for, but i can't find one)

Link to comment
Share on other sites

Mcrayfish doesn't limit the texture size no but it does treat all textures as if they were 16x16.  If you import a 32x32 texture and want and odd number of pixels, you're SOL.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
    • Update your drivers: https://www.amd.com/en/support/graphics/amd-radeon-r9-series/amd-radeon-r9-200-series/amd-radeon-r9-280x
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.