any way to make a resource pack to remodel the bogeys?

just trying to figure out how to make a resource pack to remodel the bogeys, using blockbench if possible
29 Replies
Unknown User
Unknown User15mo ago
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Poly
PolyOP15mo ago
yeah, ive noticed that, but i cant quite find out how to open those
Unknown User
Unknown User15mo ago
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Poly
PolyOP15mo ago
alright
Poly
PolyOP15mo ago
uh
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Poly
PolyOP15mo ago
oh im just idiot lmao there we go thanks mate :D
Unknown User
Unknown User15mo ago
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Poly
PolyOP15mo ago
the ungodly amount of z-fighting in all the models are now fixed
Poly
PolyOP15mo ago
anyone possibly know how to fix this?
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Poly
PolyOP15mo ago
i think i figured it out myself, imma test it rn
Poly
PolyOP15mo ago
...i think i took a step back
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Poly
PolyOP15mo ago
analysis of bogey retexturing: when the bogeys lose texture and turn white, the models function but dont use the associated texture files properly when a bogey does use the associated texture files properly, the models dont change
Joseph Franci
Joseph Franci15mo ago
prob doing something wrong then
Poly
PolyOP15mo ago
yea something is wrong, but i have no fcking clue what or where ill send the pack when i get home
Poly
PolyOP15mo ago
heres the pack
Poly
PolyOP15mo ago
i think i figured out the problem but i dont quite know how to get the solution and i mightve figured out an alternative solution fuck it didnt work hey @IThundxr, sorry for the ping, but how the heck did you guys make the bogeys accept the texture? i assume its from the .json file that comes with the model file set, but i could be wrong
IThundxr
IThundxr15mo ago
Well the textures we done are like via code However I would ask @Slimeist since they did the funny bogey stuff
Poly
PolyOP15mo ago
yeah, textures ive already resprited, those implement just fine, but whenever i edit the .obj file to try and remove the z-fighting, the model turns fully white instead of accepting the model change
IThundxr
IThundxr15mo ago
If it's z fighting in the original model that affects stuff feel free to let us know and we can try fixing it
Poly
PolyOP15mo ago
its rather simple to fix, but none of yalls are gunna port it to 1.18, so i was just gunna make a texture pack instead to fit my own wants but, the bogeys that have noticeable z-fighting is - y25 - heavyweight - freight - archbar - modern (an ungodly amount of z-fighting is on this one) - blomberg
Slimeist
Slimeist15mo ago
stop misinforming people. textures are all done via assets Poly, I'll write you up a bit of an explanation of the obj + json system
IThundxr
IThundxr15mo ago
I meant to say models*
Slimeist
Slimeist15mo ago
ah, yes you are stuck with the transforms that we have already
IThundxr
IThundxr15mo ago
They are trying to edit models not textures
Slimeist
Slimeist15mo ago
that's possible, as long as they keep all the alignments identical
IThundxr
IThundxr15mo ago
Yea
Slimeist
Slimeist15mo ago
ok, @Poly for an obj model, you need 3 files: archbar_frame.json - file that MC can load and that tells PortingLib/Forge to load the obj archbar_frame.mtl - describes the 'material' aka textures of the obj file archbar_frame.obj - actual model the very first line in your obj file should be as follows: (comments, aka lines starting with # don't count)
mtllib archbar_frame.mtl
mtllib archbar_frame.mtl
then whatever usemtl lines in the obj file you see should reference a material defined in your archbar_frame.mtl file. so in a model with two textures, things would look like this: archbar_frame.obj
mtllib archbar_frame.mtl

o cube1
# a bunch of vertices etc
usemtl mat1
# face definitions

o cube2
# a bunch of vertices etc
usemtl mat2
# face definitions

#etc....
mtllib archbar_frame.mtl

o cube1
# a bunch of vertices etc
usemtl mat1
# face definitions

o cube2
# a bunch of vertices etc
usemtl mat2
# face definitions

#etc....
archbar_frame.mtl
newmtl mat1
map_Kd #0

newmtl mat2
map_Kd #words_work_too

newmtl none
newmtl mat1
map_Kd #0

newmtl mat2
map_Kd #words_work_too

newmtl none
archbar_frame.json
{
"parent": "block/block",
"loader": "forge:obj",
"porting_lib:loader": "porting_lib:obj",
"_comment": "Previous line only needed for 1.20 support"
"flip_v": true,
"model": "railways:models/block/bogey/archbar/archbar_frame.obj",
"textures": {
"0": "railways:block/bogeys/archbar_frame",
"words_work_too": "railways:block/bogeys/my_custom_texture"
}
}
{
"parent": "block/block",
"loader": "forge:obj",
"porting_lib:loader": "porting_lib:obj",
"_comment": "Previous line only needed for 1.20 support"
"flip_v": true,
"model": "railways:models/block/bogey/archbar/archbar_frame.obj",
"textures": {
"0": "railways:block/bogeys/archbar_frame",
"words_work_too": "railways:block/bogeys/my_custom_texture"
}
}
Poly
PolyOP15mo ago
alright then, thanks for this, imma go and work on fixing this after work i found my fcking issue lmfao, the issue is the .mtl files didnt have
newmtl mat1
map_Kd #0
newmtl mat1
map_Kd #0
and all the .obj files were using
o cube1
# a bunch of vertices etc
usemtl none
# face definitions
o cube1
# a bunch of vertices etc
usemtl none
# face definitions
i think the pack is done, if youd like to try it out/look through what ive done just ironing out some kinks of my stupidity lmfao
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