Why are ranged weapons so big now? (java 2021.1)

Started by myxical on

Topic category: Help with MCreator software

Last seen on 23:47, 20. Jan 2024
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Why are ranged weapons so big now? (java 2021.1)

Ranged weapons render too big in my hand, it didn't do that before.

Why is that? Is it a MCreator bug or my fault?

Last seen on 15:19, 30. Dec 2022
Joined May 2021
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I believe you need to create…
Tue, 05/18/2021 - 15:46

I believe you need to create a custom JSON model. I would recommend using web.blockbench.net. Once you finish you need to import the JSON and texture file.

I would also recommend joining the Blockbench Discord here: https://discord.com/invite/4UT8eEM They can help you model, texture, and export your object.

Last seen on 23:47, 20. Jan 2024
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I know how to make models…
Tue, 05/18/2021 - 18:05

I know how to make models with blockbench, I will try to do that.

Last seen on 08:14, 28. Nov 2023
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it's neither an MCreator bug…
Wed, 06/23/2021 - 13:51

it's neither an MCreator bug nor your fault, it's just built-in. MCreator uses the model properties (scale, translations & rotation) of vanilla bows by default, so if you wanna make your ranged item smaller then you'll have to lock the element then edit its JSON (item model) code to change scale values, which is pretty inconvenient if you ask me...

Last seen on 23:47, 20. Jan 2024
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That's untrue. Since vanilla…
Thu, 06/24/2021 - 10:50

That's untrue. Since vanilla bows have way smaller models. The MCreator's models are like 1.5x bigger. Try to put a bow texture on a ranged item, and compare the vanilla one to it.

Last seen on 08:14, 28. Nov 2023
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ah, it seems you're right!…
Thu, 06/24/2021 - 11:46

ah, it seems you're right! my bad then, only the scale of modded ones is different after all; they are kinda bigger than the vanilla bow but have the same rotation & translation. and it's most noticeable when viewed in first-person, either hand. but... you might not believe what i found after looking around at the JSON code of both vanilla & an MCreator bow i made and then comparing the two:

first-person scale

  • vanilla"scale": [ 0.68, 0.68, 0.68 ]
  • modded (MCreator): "scale": [1, 1, 1]

third-person scale

  • vanilla"scale": [ 0.9, 0.9, 0.9 ]
  • modded (MCreator): "scale": [1, 1, 1] (again lol)

MCreator always uses 1 for the scale... no wonder! compare these 2 JSON models yourself too if you wish:

vanilla:

{
    "parent": "item/generated",
    "textures": {
        "layer0": "item/bow"
    },
    "display": {
        "thirdperson_righthand": {
            "rotation": [ -80, 260, -40 ],
            "translation": [ -1, -2, 2.5 ],
            "scale": [ 0.9, 0.9, 0.9 ]
        },
        "thirdperson_lefthand": {
            "rotation": [ -80, -280, 40 ],
            "translation": [ -1, -2, 2.5 ],
            "scale": [ 0.9, 0.9, 0.9 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, -90, 25 ],
            "translation": [ 1.13, 3.2, 1.13],
            "scale": [ 0.68, 0.68, 0.68 ]
        },
        "firstperson_lefthand": {
            "rotation": [ 0, 90, -25 ],
            "translation": [ 1.13, 3.2, 1.13],
            "scale": [ 0.68, 0.68, 0.68 ]
        }
    },
    "overrides": [
        {
            "predicate": {
                "pulling": 1
            },
            "model": "item/bow_pulling_0"
        },
        {
            "predicate": {
                "pulling": 1,
                "pull": 0.65
            },
            "model": "item/bow_pulling_1"
        },
        {
            "predicate": {
                "pulling": 1,
                "pull": 0.9
            },
            "model": "item/bow_pulling_2"
        }
    ]
}

MCreator:

{
  "parent": "item/generated",
  "textures": {
    "layer0": "animatedbow:items/arcane_bow"
  },
  "display": {
    "thirdperson_righthand": {
      "rotation": [-80, 260, -40],
      "translation": [-1, -2, 2.5],
      "scale": [1, 1, 1]
    },
    "thirdperson_lefthand": {
      "rotation": [-80,-280,40],
      "translation": [-1,-2,2.5],
      "scale": [1,1,1
      ]
    },
    "firstperson_righthand": {
      "rotation": [0,-90,25],
      "translation": [1.13, 3.2, 1.13],
      "scale": [1, 1, 1]
    },
    "firstperson_lefthand": {
      "rotation": [0, 90, -25],
      "translation": [1.13, 3.2, 1.13],
      "scale": [1, 1, 1]
    }
  },
  "overrides": [
    {
      "predicate": {
        "pulling": 1
      },
      "model": "animatedbow:item/arcane_bow_pulling_0"
    },
    {
      "predicate": {
        "pulling": 1,
        "pull": 0.65
      },
      "model": "animatedbow:item/arcane_bow_pulling_1"
    },
    {
      "predicate": {
        "pulling": 1,
        "pull": 0.9
      },
      "model": "animatedbow:item/arcane_bow_pulling_2"
    }
  ]
}

(gosh i had to reorganize the code for that one coz MCreator's default adds a new line for the translation, rotation & scale values, making it have more code lines bruh)

so now you know how the vanilla bow model looks like! now you know the proper values for vanilla bow's scale and can then replace MCreator default w/ it whenever you feel like locking your ranged item's code & editing the JSON model. but if you're more comfy in making Blockbench models than editing JSON, go for it! :)

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Devs fix this thanks. It's…
Sat, 06/26/2021 - 15:41

Devs fix this thanks. It's not that annoying though, since custom-made models look even better.

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It's not that annoying…
Fri, 10/01/2021 - 17:23

It's not that annoying though

I take that back. It's annoying as heck. I now lock every ranged weapon I make and change the values, but whenever I forget to do something I need to unlock it and lock it again and change the values again. Not very enjoyable.

Last seen on 23:47, 20. Jan 2024
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Will this get fixed? I don't…
Sun, 06/25/2023 - 16:40

Will this get fixed? I don't think it's hard to fix, right?