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Posted

Hello everyone! Not long ago I started to create custom models for my mod and come to the conclusion that I needed to use some better than Techne program for best results!

 

Then appeared Blender, a program recommended by a friend who studied graphic design! And also I saw on the internet after many mention it is a very good program that could be used to model in minecraft!

 

My problem is: How to export the model to render it correctly in minecraft?.

 

I know there are several ways, one of which is BlendToMinecraft (since it creates json outdated and serve no more.) otherwise it is exporting to. "objt" but here comes the second question .. What do I do with him. "obj"?

 

Well I've seen some mods that use APIs but I have not gotten any work since as I said I'm fairly new to modeling custom theme.

 

Would need someone to be the good Samaritan and help me either making a tutorial on how serious step to add a ". Objt" as model and operate in minecraft. Or if anyone knows of some code that can be used for example also would serve me very much!

 

From already thank you very much to all and hope someone can give me a hand with this!

Posted

I haven't done anything like this myself, but this video will definitely help you, because from what I understood, this guy has basically accomplished what you are trying to do.

Posted

I haven't done anything like this myself, but this video will definitely help you, because from what I understood, this guy has basically accomplished what you are trying to do.

 

First of all thank you!

 

I already saw that video and also i send him pm... but the video doesnt show the process of coding the .obj and thats what i need :D

 

 

Posted

.obj files can be exported easily from Blender. As to loading them into Minecraft, it's a little harder. You need to write your own, custom .obj loader and TileEntitySpecialRenderer that is going to render the model. Or, you can try to find one somewhere in the internet.

Posted

.obj files can be exported easily from Blender. As to loading them into Minecraft, it's a little harder. You need to write your own, custom .obj loader and TileEntitySpecialRenderer that is going to render the model. Or, you can try to find one somewhere in the internet.

Or you could use the build-in AdvancedModelLoader given to us by the Forge team...

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

Thank you i finally discover how to do that:

 

package Models;

import org.lwjgl.opengl.GL11;

import com.minecraftargentina.basemod.BaseMod;
import com.minecraftargentina.basemod.Blocks.TileEntityArbolPlataform;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.AdvancedModelLoader;
import net.minecraftforge.client.model.IModelCustom;
import Models.ArbolBaseModel;


//Renderizado 3D importando ".obj" from Blender. 

public class RenderArbolPlataform extends TileEntitySpecialRenderer{

    private IModelCustom ArbolPlataformModel;  //El model
    private ResourceLocation ArbolPlataformTexture; //La textura
    private ResourceLocation ArbolPlataform;  //Nombre

    
    public RenderArbolPlataform(){
    	
    	//Resource by Name
    	ArbolPlataform = new ResourceLocation(BaseMod.modid + ":" + "textures/model/Tronco.obj");
    	
    	//Model From Name
    	ArbolPlataformModel = AdvancedModelLoader.loadModel(ArbolPlataform);
    	
    	//Texture Resource
    	ArbolPlataformTexture = new ResourceLocation(BaseMod.modid + ":" + "textures/model/canopy_side.png");
    }

    public void renderModelAt(TileEntity tileEntity, double x, double y, double z, float f){
        GL11.glPushMatrix();
        	GL11.glTranslatef((float)x + 0.5F,(float) y + 1.5F,(float) z + 0.5F);
        	bindTexture(ArbolPlataformTexture);
        	GL11.glRotatef(180, 0.0F, 0.0F, 1F);
        
        	GL11.glPushMatrix();
        		ArbolPlataformModel.renderAll();
        	GL11.glPopMatrix();
        
        GL11.glPopMatrix();
    }
    
	@Override
	public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {


		renderModelAt((TileEntityArbolPlataform)tileentity, x, y, z, f);




	}
}

 

 

But now i dont know why im having this issue :S look:

 

width=180 height=102http://s24.postimg.org/wj4bdaypd/tronco_error.jpg[/img]

 

 

Also when i made the block with blender i textured the block with 2 diferente textures: 1 for the top and 1 for the side..

 

When i export to "Tronco.obj" this file also appears:

 

Named: Tronco.mtl

 

# Blender MTL File: 'untitled.blend'
# Material Count: 2

newmtl None
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd D:\Blender Assets\Assets\textures\blocks\canopy_top.png

newmtl None_canopy_side.png
Ns 0
Ka 0.000000 0.000000 0.000000
Kd 0.8 0.8 0.8
Ks 0.8 0.8 0.8
d 1
illum 2
map_Kd D:\Blender Assets\Assets\textures\blocks\canopy_side.png

 

:D help :D

Posted

The issue you are having is you are having the wrong offsett in Blender. Make the 0,0,0 coordinate in Blender in the middle of the block.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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