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[1.16][Not Solved] need help with OBJ models


kiou.23

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I've got an obj model rendering on an item, however I'm facing three issues:

1- the model doesn't render correctly in the player inventory

2- the model has a face that is missing (the model looks fine in the 3d editor)

3- the model pivot point is weirdly placed when it is rotating on the ground

4- the texture doesn't load and the model just renders all black

here's a repo for the mod: https://github.com/jvcmarcenes/dicehoard

and here are some images of the problem:

2021-03-24_14_51_27.png.9d53275969f2d122c0ca0f765a7e62a9.png2021-03-24_14_51_26.png.4164b8e77ede936f6d936c5c030fdb0b.png

 

 

 

 

 

 

 

 

Edited by kiou.23
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36 minutes ago, vemerion said:

I have never used an obj model before, but my guess is that you can still use the 'display' field in the item json model file to change the rotation/translation/scale of the item. Take a look at the Minecraft wiki article about it. That would solve issue 1 and 3 I think.

okay, seems like that should solve some of the problems (although the trial and errors to get the numbers right is going to be a headache...)

thanks!

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  • kiou.23 changed the title to [1.16][Not Solved] need help with OBJ models

I haven't messed with OBJ models either but..don't you need to specify the texture path in the form modid:item/texture_name here: https://github.com/jvcmarcenes/dicehoard/blob/4e02044bec2bedceebf402ba875ecb9d73593da4/src/main/resources/assets/dicehoard/models/dice/d_six.mtl#L4? After relocating your texture file of course

  • Thanks 1

Check out the port of the BetterEnd fabric mod (WIP): https://www.curseforge.com/minecraft/mc-mods/betterend-forge-port

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24 minutes ago, Beethoven92 said:

I haven't messed with OBJ models either but..don't you need to specify the texture path in the form modid:item/texture_name here: https://github.com/jvcmarcenes/dicehoard/blob/4e02044bec2bedceebf402ba875ecb9d73593da4/src/main/resources/assets/dicehoard/models/dice/d_six.mtl#L4? After relocating your texture file of course

I'll try that

I didn't think I'd need to since the .mtl and the texture are in the same folder

EDIT: did not solve it

Edited by kiou.23
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Beethoven92 is correct, you need to change map_Kd line to (map_Kd dicehoard:item/white). I put your files is a test project and the texture loads. (Note: I used your png file and not the jpg in model folder)

Edited by lupicus
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1 hour ago, lupicus said:

Beethoven92 is correct, you need to change map_Kd line to (map_Kd dicehoard:item/white). I put your files is a test project and the texture loads. (Note: I used your png file and not the jpg in model folder)

still won't work for me

I updated the repo with the suggestion, can you confirm that what I tried is the same as what worked for you?


EDIT: nervermind, it works, I'm dumb

the reason why I thought it wasn't working was due to ItemColors returning pure black

Edited by kiou.23
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I should've mentioned that I only took assets and no code, sorry about that.

For #2, you have 2 texture U coordinates above 1.0 (the last 2 defined in OBJ file). Changing them to 1.0 makes it look correct.

Edited by lupicus
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47 minutes ago, lupicus said:

I should've mentioned that I only took assets and no code, sorry about that.

For #2, you have 2 texture U coordinates above 1.0 (the last 2 defined in OBJ file). Changing them to 1.0 makes it look correct.

Thank you!

the uv thing is odd, I got the files exported from vectary and it rendered fine in the viewer.

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For #1 and #3 you can adjust position in json file (this looks about right):

{
  "loader": "forge:obj",
  "model" : "dicehoard:models/dice/d_six.obj",
  "display": {
    "gui": {
      "translation": [ 10, 3, 5 ]
    },
    "ground": {
      "translation": [ 9.6, 5, 8 ]
    }
  }
}

 

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20 minutes ago, lupicus said:

For #1 and #3 you can adjust position in json file (this looks about right):


{
  "loader": "forge:obj",
  "model" : "dicehoard:models/dice/d_six.obj",
  "display": {
    "gui": {
      "translation": [ 10, 3, 5 ]
    },
    "ground": {
      "translation": [ 9.6, 5, 8 ]
    }
  }
}

 

yeah, I was just tinkering with the numbers

I'm still gonna need to fine tune the translation for some other dispalys, but this already helps!

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