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[1.8.9] Model texture is... fuzzy?


61352151511

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I don't know a word to describe how the texture is acting, so here's a GIF. I also doubt "Modder Support" is the proper place to put this, but I don't know if there would be anywhere better.

http://i.imgur.com/KSXMdwE.gifv

You can see wherever two elements of the model meet, there's like white pixels every so often, and I have no idea how I could solve this. I have the mod on github, so here's a link to the model json.

https://github.com/61352151511/Random-Utilities/blob/1.8.9/src/main/resources/assets/randomutilities/models/block/magicChest.json

To me it looks fine, I used MrCrayfish's model generator in order to make it, so I don't understand why this would occur.

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Well it doesn't have a TileEntitySpecialRenderer, it used to but I just converted it to make it use the vanilla json format for block models.

I made a resource pack, replaced the glowstone model with the model I made, and the same thing occurs. So it's likely a model issue and I just don't know what's wrong.

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Alrighty first you should reduce your poly count whenever you can by removing non-displayed faces (good practice) here being the up & down faces of the support quads, and the top of top base & bottom of bottom base.

 

This looks like a texture issue though... why are you using a separate image for the sides and such instead of feeding from a single fully black image? It looks to me kinda like a mixture between bad aliasing and texture bleeding to me

 

https://raw.githubusercontent.com/61352151511/Random-Utilities/1.8.9/src/main/resources/assets/randomutilities/textures/blocks/magicChest_side.png

 

 

 

I think its my java of the variables.

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How does one remove a face from the model?

When I tested this with vanilla (via replacing glowstone model in a resource pack) I also replaced the texture on my model with just normal glowstone texture. I think the issue still occured but it may have been less noticeable.

The reason I'm using different textures is to more easily support me or others changing the texture used on the model. I never considered the texture bleeding thing but I don't think it should be an issue.

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How does one remove a face from the model?

Just remove their face declarations:

            "name": "Support_NorthWest",
            "from": [ 0.0, 1.0, 0.0 ], 
            "to": [ 1.0, 15.0, 1.0 ], 
            "faces": {
                "north": { "texture": "#support", "uv": [ 0.0, 1.0, 1.0, 15.0 ] },
                "east": { "texture": "#support", "uv": [ 1.0, 1.0, 2.0, 15.0 ] },
                "south": { "texture": "#support", "uv": [ 2.0, 1.0, 3.0, 15.0 ] },
                "west": { "texture": "#support", "uv": [ 3.0, 1.0, 4.0, 15.0 ] }
            }

 

When I tested this with vanilla (via replacing glowstone model in a resource pack) I also replaced the texture on my model with just normal glowstone texture. I think the issue still occured but it may have been less noticeable.

What's your computer's graphics situation? Just out of curiosity-

The reason I'm using different textures is to more easily support me or others changing the texture used on the model.

Well the JSON block models means you/they can easily add textures if needed for in mod or in resourcepack.

I never considered the texture bleeding thing but I don't think it should be an issue.

It shouldn't... Haven't seen issues with bleeding before, though mipped atlases are notorious for it.

I think its my java of the variables.

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Ok removing the faces didn't change anything, my graphics may not be the best. I've never experienced an issue like this before and when I used a TileEntitySpecialRenderer instead of .json it was file. It could be my graphics driver though because it's just intel integrated graphics, so I'll test this on one of the other computers in the house and see what happens.

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Ok removing the faces didn't change anything

The faces thing is just good practice, don't draw what you can't see; granted I dunno how common this chest is projected to be in a particular area but removing 10 faces per block (20 primitives since a quad is 2 triangles) adds up pretty fast

 

my graphics may not be the best. I've never experienced an issue like this before and when I used a TileEntitySpecialRenderer instead of .json it was file.

that's a bit of  a flag with the TESR... If it is just a system issue adding an additional colored pixel to the top & bottom rows of the texture should clear it up if it's a bleed. If aliasing the issue I don't know of a solution.

I think its my java of the variables.

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