Talk:Model

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Random Model Selection Method[edit source]

I've done some testing, and the random block models are based on the co-ordiantes of the block. For example, if you have a 1 in 1000 chance that sand will have a shell drawn on it, and you find a block of sand using the shell texture in your world, all sand blocks ever placed at those co-ordinates will use the shell texture, regardless of seed. I'm not entirely sure how to word that succinctly or fit it into the article, but it seems like it should be mentioned. Cultist O (talk) 07:02, 3 July 2014 (UTC)Reply[reply]

For the most part, anything in minecraft that is "random" either runs off the seed or the coordinates, and I have noticed the same thing.
I have a random hopper model, and the same variant is in the same spot every time (a red "down" hopper is replaced with a red "north" hopper).
Anyways, it might be worthwhile to note in trivia.
--KnightMiner (t|c) 15:35, 3 July 2014 (UTC)Reply[reply]
I'm not too surprised. For a long time, lily pads have had their orientation determined by the coordinates they're at, though I never dove deep enough into the code to figure out exactly how it's determined. -- Orthotopetalk 16:25, 3 July 2014 (UTC)Reply[reply]

Block rotation[edit source]

It says at the angle: "angle": Specifies how much rotation. Can be 180 through -180 in 22.5 increments. Defaults to 0

I have tried this and I saw it could only rotate from -45 to 45. Not sure if this is a bug or intended. If this is a bug, I'm going to report it. if it's intended, I'm going to change this. Does anyone know this?

Datenegassie (talk) 10:58, 8 August 2014 (UTC)Reply[reply]

Which rotation are you using? the block state only goes in 90 degrees, since that is all that is needed. Actual blocks need 22.5 for the sake of torches. Try checking the torch model file for some help on that. --KnightMiner (t|c) 13:37, 8 August 2014 (UTC)Reply[reply]
I am using the actual block model, because I want only one part of the block to be rotated 90 degrees.
Datenegassie (talk) 15:06, 8 August 2014 (UTC)Reply[reply]

Cancel other block's culling[edit source]

Is there any way to mark a block model as non-solid, similar to a brewing stand or something, which doesn't cull neighbouring blocks' faces? Basically I need something to prevent this: [link]–Preceding unsigned comment was added by 86.157.84.83 (talk) at 14:10, 29 August 2014 (UTC). Please sign your posts with ~~~~Reply[reply]

Nope, if a block is rendered as solid, it must always be solid. Although you can add extra faces in there so it appears filled still. --KnightMiner (t|c) 15:40, 29 August 2014 (UTC)Reply[reply]
I would add extra faces in, except I need it to work when placed on arbitary blocks (since a block model can't see what block type it's above anyway). 109.157.235.157 15:55, 2 November 2014 (UTC)Reply[reply]

Limits to 'from' and 'to" arguments for block models ?[edit source]

So I copied the json file called "cube.json" to the right directory of my resource pack and modified the values of "from" and "to" to test something : {

   "elements": [
       {   "from": [ -16, -16, -16 ],
           "to": [ 32, 32, 32 ],
           "faces": {
               "down":  { "texture": "#down", "cullface": "down" },
               "up":    { "texture": "#up", "cullface": "up" },
               "north": { "texture": "#north", "cullface": "north" },
               "south": { "texture": "#south", "cullface": "south" },
               "west":  { "texture": "#west", "cullface": "west" },
               "east":  { "texture": "#east", "cullface": "east" }
           }
       }
   ]

}

This works fine and give me huge blocks (48*48) with textures clipping through one another (Z-fighting) just as planned. But if I were to put a value to "from" lesser than -16 or a value greater than 32 to "to", it will send me respectively the following exceptions in the launcher : 'from' specifier exceeds the allowed boundaries: Vector3f[-17.0, -16.0, -16.0] and 'to' specifier exceeds the allowed boundaries: Vector3f[33, 32, 32]

This perplexes me since I saw players making gigantic 3D models imported from other games on youtube a few month ago. Am I doing something wrong ? It is because Mojang limited the custom blocks features in newer snapshots ? If latter, I suggest to add the limitations I found to the wiki page. Missingno 26 (talk) 10:23, 28 October 2014 (UTC)Reply[reply]

Originally, the block models had no limits, so mojang added limits later, including limits to shape and size. I added the limits to the article. KnightMiner (t|c) 15:21, 28 October 2014 (UTC)Reply[reply]
OK, thank you for your clarifications. I might run some tests to try and find other limits. Missingno 26 (talk) 18:47, 28 October 2014 (UTC)Reply[reply]

Random model offset removed?[edit source]

Initially there was a way, in block model files, to specify blocks to have a random offset in any combination of the x, y and z directions, like tall grass and flowers do. It seems that this option has been removed from the model files and hard-coded back into the renderer. Is this the case, or is it just really obscure now? If it was removed, can someone please find a link to the changelog/tweet/whatever where the reason for the removal is mentioned?--5.80.111.212 16:28, 21 January 2015 (UTC)Reply[reply]

I cannot find it in the current version, making me assume it was removed in 14w25a when the rest of the model changes happened. KnightMiner (t·c) 18:02, 21 January 2015 (UTC)Reply[reply]

Torch model update[edit source]

The torch item model used as an example is outdated and needs some work done.

Update: assets/minecraft/models/item/torch.json

{
    "parent": "item/generated",
    "textures": {
        "layer0": "blocks/torch_on"
    }
}


New: assets/minecraft/models/item/generated.json

{
    "parent": "builtin/generated",
    "display": {
        "ground": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 0, 2, 0],
            "scale":[ 0.5, 0.5, 0.5 ]
        },
        "head": {
            "rotation": [ 0, 180, 0 ],
            "translation": [ 0, 13, 7],
            "scale":[ 1, 1, 1]
        },
        "thirdperson_righthand": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 0, 3, 1 ],
            "scale": [ 0.55, 0.55, 0.55 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, -90, 25 ],
            "translation": [ 1.13, 3.2, 1.13],
            "scale": [ 0.68, 0.68, 0.68 ]
        }
    }
}

NOTE: Using 1.9 source code
--Ninosfl (talk) 20:41, 19 May 2016 (UTC)Reply[reply]

Model for Block on Head[edit source]

How would you change the model for a block when it is in the head slot? --MCweb 04:40, 16 July 2016 (UTC)Reply[reply]

I don't know that its possible, at least I have never seen a way to do it. You can chance the model transforms using the "head" display setting, but for actually changing the model it would require an item override tag which I don't think exists. KnightMiner t/c 16:42, 16 July 2016 (UTC)Reply[reply]
Can it be done with Optifine?
--MCweb 21:54, 26 February 2018 (UTC)Reply[reply]

Scale[edit source]

Is it possible to scale the model but not the texture?

--MCweb 21:57, 26 February 2018 (UTC)Reply[reply]

Undocumented AND case for blockstates.[edit source]

There is an undocumented case for blockstates, being AND, which does as it sounds, being if all the requirements are met, a new part is added to the block.
See the attached image for a demonstration made with the fire blockstate.
TheRoketGamer (talk) 17:01, 6 May 2019 (UTC)Reply[reply]

Image[edit source]

For whatever reason, it didn't attach the image so here is a link to it https://web.archive.org/web/20220129055935/https://i.imgur.com/EtVQ5uW.png TheRoketGamer (talk) 17:03, 6 May 2019 (UTC)Reply[reply]

How to make an item render with a different model in the hand than in the inventory[edit source]

Hi. I am trying to make a resource pack where the Iron Axe is replaced by a Halberd. I have the model I want for in the hand, and I have the model I want for the inventory picture. Kind of like how the Trident is trident_in_hand.json for the render in the hand and trident.json for in the inventory. Problem is, I can't find the file which determines what model to use for the Trident in this instance. Can someone help me here? --AwesomeNinja886 (talk) ( Contributions) ( My favorite mob) ( Minecraft: Dungeons Wiki project) 13:13, 7 June 2019 (UTC)Reply[reply]

You can't, this is special behavior unique to tridents. FVbico (talk) 13:21, 7 June 2019 (UTC)Reply[reply]
I know this question is old, but in case you are still wanting to do this, as of 21w10a, this is possible now using core shaders. However, it is rather difficult for beginners. See ShockMicro/CorePerspectiveModels on GitHub for a reference. -IllagerCaptain (talk | contribs | website) 22:34, 5 April 2022 (UTC)Reply[reply]

Inverse culling?[edit source]

Is it possible to have an "inverse culling" who show things when there is a block touching the side?
I am asking this because I wanna make non-full solid blocks and I want to avoid the Xray thing. --Cracraft31 (talk) 10:29, 29 August 2019 (UTC)Reply[reply]


Custom Particle effects[edit source]

Is it possible to inject your own particle effects into the game files and edit json files to use these? Like, say if you had a different color of fire for the furnace, which uses the flame particle, the same particle used by torches and magma cubes, would there be a way to make my own particle and tell the json file for furnaces to use that instead? --MrVityaTrash(talk) 19:54, 11 November 2020 (GMT)

Particles are not defined by model JSON, at least not in the Java edition. The mention of particles is breaking particles. KnightMiner (t/c) 04:42, 12 November 2020 (UTC)Reply[reply]