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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)
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)
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 ~~~~
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)
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)
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)
How would you change the model for a block when it is in the head slot? --MCweb 04:40, 16 July 2016 (UTC)
Is it possible to scale the model but not the texture?
--MCweb 21:57, 26 February 2018 (UTC)
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)
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)
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) (👁 Image
Contributions) (👁 Image
My favorite mob) (👁 Image
Minecraft: Dungeons Wiki project) 13:13, 7 June 2019 (UTC)
assets/minecraft/items/iron_axe.json to use a minecraft:display_context condition. N1KF (talk) 05:22, 7 November 2024 (UTC)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)
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)
I am planning on writing a draft before doing anything major to this page, but my idea is to merge the Block models and Item models sections into one Model format (or maybe JSON format) section. Both types of models use the exact same format with a few minor differences (ie shade not working in an item context), however these can be noted down as necessary for each field. Having them separate makes this page a little confusing in my opinion and leads to errors, for example Item models does not document unlimited and multi axis rotation even though this is valid for both model types.
Also, builtin models are currently mingled in with the main model formats, I think it’s worth creating a new section specifically for these.
Finally, there are some concepts on the tutorial page that should really be moved here, one of those being File paths https://minecraft.wiki/w/Tutorial:Models#File_path
If anyone else has anything to add feel free to let me know Ioblackshaw (talk) 10:21, 15 May 2026 (UTC)