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[1.7.10] [Resolved] How to make an .obj model in blender and texture it.


PlatonCraft

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Ok, my code is OK. I wrote the code and got .obj models with textures work in Minecraft. But I used model from other mod. Obviously, I want to create a model which I can use in MC and texture it some way. I created a model and it even works, but with another texture it doesn't renderers right. And here are many rendering glitches. So I have some model in blender and I want to texture it and use texture in MC. How am I supposed to do this?

[spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler]LOL,Its nothing interesting here

[spoiler=Spoiler]And here too

[spoiler=Spoiler]But that image is pretty good

 

 

 

 

 

 

 

 

 

 

 

 

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Thank you, man!!! You really helped me!

[spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler][spoiler=Spoiler]LOL,Its nothing interesting here

[spoiler=Spoiler]And here too

[spoiler=Spoiler]But that image is pretty good

 

 

 

 

 

 

 

 

 

 

 

 

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  • 3 weeks later...

Exporting the uv layout creates a .png

Exporting the model creates a .obj

 

If the model is loaded like this:

 

    AdvancedModelLoader.loadModel(new ResourceLocation("myId", "models/model.obj"));

 

what do I do with the .png?

 

Then do

public ResourceLocation texture = new ResourceLocation("MODID", "textures/blocks/NAMEOF.png");

this.bindTexture(texture);

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In my case, I am implementing IItemRenderer, so I don't have this.bindTexture(). Here is my IItemRenderer.renderItem(). How (and where) can I bind the texture?

 

@Override
public void renderItem(ItemRenderType type, ItemStack stack, Object... data) {
GL11.glPushMatrix();
model.renderAll();
GL11.glPopMatrix();
}

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I do this, right before the call to renderAll().

Minecraft.getMinecraft().renderEngine.bindTexture(texture);

 

And I load the texture like this, saving the texture as a member of the renderer class.

private static final ResourceLocation texture = new ResourceLocation(MyMod.MODID, "textures/blocks/texture.png");

 

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