Is it possible to make the "loyalty rope" in Bedrock Edition invisible? (If I change the texture to a transparent PNG file, or a TGA image with a completely black alpha channel, it doesn't disappear, instead it becomes either black or white. I searched for hours what could cause the problem, but found nothing yet. I honestly have never made item stuff but blocks have a limit of 30 I think, I thought you were. ok, I didn't know that, sorry about that. However, one problem still remains: When the trident is thrown, it becomes completely invisible. and I'll leave you with the info of being able to make massive models in Blockbench as big as you want, bye I get what you mean, however the item/block models have a size limit, and the entity models do not. Also the textures were taken from Minecraft itself, are Acacia planks and Black. Ive tried removing overlapping blocks, in a way each block occupies its own space. But when I upload it into the game, the model shows as this, blinking and each block semitransparent. Since it works like this in my Java Edition version (and afaik it's impossible to change that there), I don't think it's that annoying. This is my first design on blockbench, Im trying to replace the crossbow. Since the last change, I changed my model a bit, so it is working correctly in First person view, but it's rotated in third person view now (since my model is asymmetric ). Haha, yeah fixing the misprint fixed a lot of problems at once! :D Does this have anything to do with the "trident.render_controllers.json" file? In game, my model doesn't load, the trident has the default model, and it has my model's texture on it, as you can see on the image: Then I went up to the 'help' tab at the top, search option, type in 'dissolve' :) Edit with the edges selected, right click, 'dissolve edges'. Click on the lines of the unwanted faces while on Selection Mode: Edge. Everything is placed correctly as far as I know. Late, but I believe what you're looking for is 'dissolve edges'. You can paint directly on the model in 3D space, use the 2D texture editor, or connect your favorite external image editor. Blockbench can automatically create a UV map and template for your model so that you can start painting right away. Create or import palettes, paint, or draw shapes. I followed every step on how to "convert" a Java Edition resource pack into a Bedrock Edition resource pack, and how the folders and files must be placed there. Create, edit and paint texture right inside the program. The "trident.render_controllers.json" file is in the "/render_controllers/" folder (I don't really understand this file yet!) The texture is placed in the "/textures/entity/" folder as "trident.png". The model is placed in the "/models/entity/" folder as "trident.json" (tried it as "" aswell, same result). ![]() I exported my model as a Bedrock Geometry file (.json), and is working correctly in Blockbench. I converted the model to Bedrock Entity (since trident is an entity) without having any problems, the model still works correctly. I made the model as a Java Entity (OptiFine JEM. The original resource pack was made for Java Edition (with OptiFine), and it works as intended! to change model Textures you need Blockbench to open it and change it and you need. Everything works perfectly, except for the model. Mumbo began the season with the goal of becoming the. I made a resource pack that replaces the trident model and texture, along with its sound effects.
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