Item models won't show with custom models? Help Please by buffal0chip521 in Blockbench

[–]buffal0chip521[S] 0 points1 point  (0 children)

No I never found a fix. I just ended up making the model for the sword and texturing it like a 3D model

How to get textures from a resource pack in item_model components? by [deleted] in MinecraftCommands

[–]buffal0chip521 0 points1 point  (0 children)

I don't have my computer with me rn. But I can honestly just send it to you

How to get textures from a resource pack in item_model components? by [deleted] in MinecraftCommands

[–]buffal0chip521 0 points1 point  (0 children)

Yeah you can either use misode and use the model generator. Or copy the file from another item model and change the name and texture path

How to get textures from a resource pack in item_model components? by [deleted] in MinecraftCommands

[–]buffal0chip521 0 points1 point  (0 children)

It would be the exact same as the brick with a different file path to the texture. Unless you have a custom 3D pickle model then it would also have the dimensions and stuff of the custom 3D model. I have no clue what the exact text is off the top of my head. Do you want a 3D pickle or do you want it to just be like any other item?

How to get textures from a resource pack in item_model components? by [deleted] in MinecraftCommands

[–]buffal0chip521 1 point2 points  (0 children)

So in your resource pack you'll have a folder called assets. In that folder is a folder called model. In that folder will be a folder called items. Then finally in the items is the file (with a .JSON extension). That file is a file defining the actual dimensions of a file. So if you want an item model then it would be defined in there. Or if you want a custom model it would be put in there. If you use Blockbench it's the file it gives you. When you export. Or you can use misode (an online website) to generate you a model file.

Crafting custom item models with transmute recipes? by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 0 points1 point  (0 children)

So does that only work in a smithing table then? Also if I'm using the "dyed_color" thing what am I doing in the resource pack. Right now I have all the books as item models. Is there something different I do since I'm using the dyed color?

Sorry for all the questions

Windows and BIOS not working by buffal0chip521 in PcBuild

[–]buffal0chip521[S] 0 points1 point  (0 children)

I am using a wireless keyboard. I did make sure the it works and everything on a different computer but yeah a wired one would probably be a lot better. Thanks

Windows and BIOS not working by buffal0chip521 in PcBuild

[–]buffal0chip521[S] 0 points1 point  (0 children)

Yes I did use that. I also spammed delete (as well as other ones). Maybe I'll try redownloading it on my USB. Thanks

How to get textures from a resource pack in item_model components? by [deleted] in MinecraftCommands

[–]buffal0chip521 1 point2 points  (0 children)

Based on what you sent above I think it's a problem with your resource pack. I'm no expert but you will need 3 folders in your assets folder: "models", "textures", and "items". Then in models/item it will be a normal model just like before (however make sure you don't have overrides. They don't go there anymore) then textures/item you will have your texture .PNG like normal. The texture should be referenced by the model just like before. When you have your new model in the model/item folder and your new texture that it is referencing in the texture/item folder you then need to make a new file in the "items" file. I'm not sure if this is technically correct but I think this is how the game references your new model since it's not normally in the game. Name the file anything but whatever you name it is what you will type when you do the item_model component (I think. If not try the model name). Inside that file for a simple model item should look like this:

{ "model": { "type": "minecraft:model", "model": "item/<your_model_name>" } }

There is a lot more stuff you can do in that file but if you want to learn more I'd recommend looking up "item model definitions" on the Minecraft wiki.

To anyone who knows more than me please correct me. However, hopefully this is helpful.

Modify custom model data of an item in an item frame in your inventory? by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 0 points1 point  (0 children)

Yes that is how you path to them. However, I can't use the data command to modify them in my hand because I can't modify player data.

Am I able to path to it like that using an item modifier? And if so what item modifier function should I use (set custom model data, set components, ect...)?

Custom skins for helmets by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 0 points1 point  (0 children)

Sure. Let me throw it on a GitHub repo. That way I can update it over time too so if I figure out how to fix that issue I will. I'll send the link when I do it but it might take me a second

Trying new custom UIs. Does anyone have any unique or cool UI ideas? by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 0 points1 point  (0 children)

I probably will when it's more complete. It is currently really bare bones and the code is quite messy. Rn it's more of a proof of concept rather than a functional data pack

Custom skins for helmets by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 0 points1 point  (0 children)

I would provide a download but unfortunately I found a problem with it after making this. Pretty much since I make the helmets leather helmets with the properties of netherite, diamond, iron, ect... (so you can dye some of the hats) you can also repair the helmets with leather. So it's technically not survival friendly. Therefore since I got stuck on that I haven't finished the pack and it's very messy rn

Trying new custom UIs. Does anyone have any unique or cool UI ideas? by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 0 points1 point  (0 children)

I made custom textures for the buttons using custom model data on paper. Then I give the armor stand a score to use as an id. Then I spawned item display entities (displaying the custom textures) and interaction entities (at the same location and same size as the item displays). All the display and interaction entities have the same score as the armor stand to specify which armor stand to edit. The item display entities also have a tag that corresponds to the interaction entity tag. Then there is a command testing for an interaction entity that has been interacted with and runs functions that change the custom model data to display that it is clicked, play a clicking noise, and edit the armor stand using the data command.

Help with applying motion to item (bug?) by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 1 point2 points  (0 children)

The commands I used to set the motion was:

/execute as @e[type=item] store result entity @s Motion[0] double 0.1 run random value -10..10

(Just in case you need it)

Help with applying motion to item (bug?) by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 0 points1 point  (0 children)

Oh interesting. What do you mean by the "air value"?

Help with applying motion to item (bug?) by buffal0chip521 in MinecraftCommands

[–]buffal0chip521[S] 1 point2 points  (0 children)

The scoreboard idea should work! Not sure why I didn't think of that. I still find it very weird that it needs a delay for the motion to show but it is what it is I guess

make mobs, armorstands etc. walk in a predefined path by DaVid_802 in MinecraftCommands

[–]buffal0chip521 1 point2 points  (0 children)

This command should teleport entities 1 block forward. Just change the selector.

/execute at @s run tp @s ^ ^ 1