Bigger Tools

Started by Bananas on

Topic category: Help with MCreator software

Last seen on 17:18, 19. Apr 2024
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Bigger Tools

Hello everyone.

I want to make weapons that are bigger than 16*16 pixels. I know, there were pretty much questions to this theme and I followed the advices. But they worked with .json models of the items and whatever I do, I can find only .java files and I don't know what to do with them. And also whatever I do, I can't work with blockbench to make bigger model.

Please help!

Last seen on 08:14, 28. Nov 2023
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that's because in the…
Tue, 10/20/2020 - 22:20

that's because in the default .json models, there are no scaling, translation, and rotation values given to the POVs (first person & thirdperson) and mainhand/offhand yet, so you would need to add them manually to the JSON code. that's not all tho, sometimes you would need to tinker w/ the translations and rotations a bit to make them render in your hands properly and not just having a giant handle float outside of your hand or perhaps even accidentally touching the blade of a giant sword when you're holding it for example.

Last seen on 08:14, 28. Nov 2023
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great, I found my JSON code…
Thu, 10/22/2020 - 04:01

great, I found my JSON code template for resizing some of my tools!

 

{
  "parent": "item/handheld",
  "textures": {
    "layer0": "mod_id:items/enormous_sword"
  },
    "display": {
        "ground": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 0, 3, 0],
            "scale":[ 1, 1, 1 ]
        },
        "fixed": {
            "rotation": [ 0, -90, 45 ],
            "translation": [ 0, -7, 0],
            "scale":[ 1.8, 1.8, 1.8 ]
        },
        "thirdperson_righthand": {
            "rotation": [ 0, -90, 45 ],
            "translation": [ 0, 9.5, 2 ],
            "scale": [ 1.8, 1.8, 1.8 ]
        },
        "thirdperson_lefthand": {
            "rotation": [ 0, -90, 45 ],
            "translation": [ 0, 9.5, 2 ],
            "scale": [ 1.8, 1.8, 1.8 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, -90, 45 ],
            "translation": [ 0, 9.5, 2 ],
            "scale": [ 1.3, 1.3, 1.3 ]
        },
        "firstperson_lefthand": {
            "rotation": [ 0, -90, 45 ],
            "translation": [ 0, 9.5, 2 ],
            "scale": [ 1.3, 1.3, 1.3 ]
        }
    }
}

u can try putting this code in the JSON file of ur bigger tools just in case you haven't found a solution yet, just remember to change "mod_id" to your mod's ID, and "enormous_sword" to ur tool's registry name (to indicate the texture's resource location) :)

Last seen on 17:18, 19. Apr 2024
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This looks really good! I'll…
Fri, 10/23/2020 - 15:57

This looks really good! I'll try it and say you.

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When I edit the file and…
Fri, 10/30/2020 - 09:49

When I edit the file and save it, it looks like it's new file and computer asks me where i want it and if I want it to be a .txt document or "all files". I also don't know if I'm supposed to replace the current text in file with this or just add it at the end of current text. Can you please help me again? Thanks.

Last seen on 08:14, 28. Nov 2023
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WARNING: Do not edit code of…
Fri, 10/30/2020 - 10:40

WARNING: Do not edit code of files used by MCreator-unlocked elements!

either you'll be prompted to save them as a new file w/ a different file extension (if you use Windows Notepad, that is) or they'll be overriden by Mcreator's code gen for some reason afaik & you'll lose what you've added to it. lock elements if you wish to edit them w/out the generator overriding the code you put, every code regen or build task you run.

in this case, on MCreator, lock the code of your tool, then double-click it; you should see it contains 2 files:

1.) a .java class (do not touch this unless you want to modify the functionalities of your tool!)

2.) a JSON file (this is what we want to edit)

named after the element name and registry name you put, respectively. make sure to open the JSON file, erase all default code in it, and paste the code I sent. then, [Ctrl + S] and test it in-game. hope this helps! :)

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Sadly, it displays only…
Sun, 11/08/2020 - 18:35

Sadly, it displays only purple and black square. Mabe it would be better if you please tell me (if you know), how to make model in blockbench to don't display texture missing. I've maked multiple models and all displayed that texture (I make texture in paint.net and import it to mcreator). Please help me again.

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Nobody knows how to make…
Sat, 11/14/2020 - 16:27

Nobody knows how to make normal displaying model in blockbench? Frxmpl, I make standard cross model but with extra 4*4*4 pixels cube in the middle. And when I import texture to test it, it displays message that loaded texture is not in loaded texture pack, and when II run client on mcreator, the block displays unpacked texture in hand and 16*16*16 black and violet cube as block.

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sorry buddy, but i seemingly…
Tue, 11/17/2020 - 10:04

sorry buddy, but i seemingly can't help you at this point. i've never experienced those kinda problems, really. hey, i dont mean to brag... but all of the models & textures i import to MCreator work properly because i check if the UV mappings and textures i use are the correct ones (which should be of common knowledge). and that's all it took to see them perfectly working in-game. if your problem still persists, you could join the Blockbench Discord server and ask for help. sorry for the pretty late reply and best of luck.

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The late reply is OK. I…
Wed, 11/18/2020 - 08:35

The late reply is OK. I thank you very much for all your help.