Jump to content

Recommended Posts

Posted

Because Minecraft does not distinguish between North/South as being distinct from East/West with regards to models.

The only way to do what you want is to rotate on both X and Y.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
Just now, Draco18s said:

Because Minecraft does not distinguish between North/South as being distinct from East/West with regards to models.

The only way to do what you want is to rotate on both X and Y.

I've tried but it doesn't seem to work setted y: 90 and x to the z rotation I wanted didn't work

Posted

Vanilla blockstates don't allow a rotation around the Z axis at all.  It's doable with Forge blockstates, but you should avoid using those in 1.14.4, and you can't use them at all in 1.15.x.

 

As for a rotation around the Z axis: you actually don't need it, as long as your unrotated model faces along the Z axis (i.e. the default facing is either north or south).  If that's the case, you can get any of the six rotations with a single rotation around either the X or Y axis.

 

Example: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/resources/assets/pneumaticcraft/blockstates/aphorism_tile.json

Posted
2 minutes ago, desht said:

Vanilla blockstates don't allow a rotation around the Z axis at all.  It's doable with Forge blockstates, but you should avoid using those in 1.14.4, and you can't use them at all in 1.15.x.

 

As for a rotation around the Z axis: you actually don't need it, as long as your unrotated model faces along the Z axis (i.e. the default facing is either north or south).  If that's the case, you can get any of the six rotations with a single rotation around either the X or Y axis.

 

Example: https://github.com/TeamPneumatic/pnc-repressurized/blob/1.14/src/main/resources/assets/pneumaticcraft/blockstates/aphorism_tile.json

how do I unrotate the z axsis?

Posted (edited)
1 minute ago, DJ1TJOO said:

how do I unrotate the z axsis?

No clue what you mean by that, sorry.

 

Edit: if you're referring to the "unrotated model" I mentioned, what I mean by that is the model data as loaded from JSON, or OBJ, or wherever.  Have the default facing be along the Z axis, and you can get all six orientations with one rotation about X or Y.

Edited by desht
Posted

Another useful example is any vanilla rotatable block (furnace/dispenser/etc.).  If you inspect the models for those in your IDE, you'll see they all ultimately use block/cube, and block/cube defines the #front texture as the north face of the (unrotated) block.

Posted (edited)

So my model is against a wall so I should put it on the west or east side correct? Instead of on the north side

Edited by DJ1TJOO
Instead
Posted
2 minutes ago, DJ1TJOO said:

So my model is against a wall so I should put it on the west or east side correct? Instead of on the north side

Again, don't know what you mean. Why would it being against a wall have any effect on anything?  Just have the model face north or south.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • that happens every time I enter a new dimension.
    • This is the last line before the crash: [ebwizardry]: Synchronising spell emitters for PixelTraveler But I have no idea what this means
    • What in particular? I barely used that mod this time around, and it's never been a problem in the past.
    • Im trying to build my mod using shade since i use the luaj library however i keep getting this error Reason: Task ':reobfJar' uses this output of task ':shadowJar' without declaring an explicit or implicit dependency. This can lead to incorrect results being produced, depending on what order the tasks are executed. So i try adding reobfJar.dependsOn shadowJar  Could not get unknown property 'reobfJar' for object of type org.gradle.api.internal.artifacts.dsl.dependencies.DefaultDependencyHandler. my gradle file plugins { id 'eclipse' id 'idea' id 'maven-publish' id 'net.minecraftforge.gradle' version '[6.0,6.2)' id 'com.github.johnrengelman.shadow' version '7.1.2' id 'org.spongepowered.mixin' version '0.7.+' } apply plugin: 'net.minecraftforge.gradle' apply plugin: 'org.spongepowered.mixin' apply plugin: 'com.github.johnrengelman.shadow' version = mod_version group = mod_group_id base { archivesName = mod_id } // Mojang ships Java 17 to end users in 1.18+, so your mod should target Java 17. java.toolchain.languageVersion = JavaLanguageVersion.of(17) //jarJar.enable() println "Java: ${System.getProperty 'java.version'}, JVM: ${System.getProperty 'java.vm.version'} (${System.getProperty 'java.vendor'}), Arch: ${System.getProperty 'os.arch'}" minecraft { mappings channel: mapping_channel, version: mapping_version copyIdeResources = true runs { configureEach { workingDirectory project.file('run') property 'forge.logging.markers', 'REGISTRIES' property 'forge.logging.console.level', 'debug' arg "-mixin.config=derp.mixin.json" mods { "${mod_id}" { source sourceSets.main } } } client { // Comma-separated list of namespaces to load gametests from. Empty = all namespaces. property 'forge.enabledGameTestNamespaces', mod_id } server { property 'forge.enabledGameTestNamespaces', mod_id args '--nogui' } gameTestServer { property 'forge.enabledGameTestNamespaces', mod_id } data { workingDirectory project.file('run-data') args '--mod', mod_id, '--all', '--output', file('src/generated/resources/'), '--existing', file('src/main/resources/') } } } sourceSets.main.resources { srcDir 'src/generated/resources' } repositories { flatDir { dirs './libs' } maven { url = "https://jitpack.io" } } configurations { shade implementation.extendsFrom shade } dependencies { minecraft "net.minecraftforge:forge:${minecraft_version}-${forge_version}" implementation 'org.luaj:luaj-jse-3.0.2' implementation fg.deobf("com.github.Virtuoel:Pehkui:${pehkui_version}") annotationProcessor 'org.spongepowered:mixin:0.8.5:processor' minecraftLibrary 'luaj:luaj-jse:3.0.2' shade 'luaj:luaj-jse:3.0.2' } // Example for how to get properties into the manifest for reading at runtime. tasks.named('jar', Jar).configure { manifest { attributes([ 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors, 'Specification-Version' : '1', // We are version 1 of ourselves 'Implementation-Title' : project.name, 'Implementation-Version' : project.jar.archiveVersion, 'Implementation-Vendor' : mod_authors, 'Implementation-Timestamp': new Date().format("yyyy-MM-dd'T'HH:mm:ssZ"), "TweakClass" : "org.spongepowered.asm.launch.MixinTweaker", "TweakOrder" : 0, "MixinConfigs" : "derp.mixin.json" ]) } rename 'mixin.refmap.json', 'derp.mixin-refmap.json' } shadowJar { archiveClassifier = '' configurations = [project.configurations.shade] finalizedBy 'reobfShadowJar' } assemble.dependsOn shadowJar reobf { re shadowJar {} } publishing { publications { mavenJava(MavenPublication) { artifact jar } } repositories { maven { url "file://${project.projectDir}/mcmodsrepo" } } } my entire project:https://github.com/kevin051606/DERP-Mod/tree/Derp-1.0-1.20
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.