Arqade Asked on December 15, 2021
I found a person who posted how to change code with .json files in resource packs to make items look bigger in your hand, but I would like to know how to do the same thing with the appearance of the item when it’s on the ground (for map making purposes). Can someone show me how to do this? The code I found to change hand display is down below, if there is a way to go off of that.
{
"parent": "item/generated",
"display": {
"thirdperson_righthand": {
"rotation": [ 0, -90, 55 ],
"translation": [ 0, 4.0, 0.5 ],
"scale": [ 2, 2, 2 ]
},
"thirdperson_lefthand": {
"rotation": [ 0, 90, -55 ],
"translation": [ 0, 4.0, 0.5 ],
"scale": [ 2, 2, 2 ]
},
"firstperson_righthand": {
"rotation": [ 0, -90, 25 ],
"translation": [ 1.13, 3.2, 1.13 ],
"scale": [ 2, 2, 2 ]
},
"firstperson_lefthand": {
"rotation": [ 0, 90, -25 ],
"translation": [ 1.13, 3.2, 1.13 ],
"scale": [ 2, 2, 2 ]
}
},
"textures": {
"layer0": "items/diamond_sword"
}
}
I've got 2 solutions for your issue. The 1st one uses a software, and the 2nd must be applied directly in the concerned file.
Blockbench is a great tool for modifying JSON files and making your own JSON models. You can scale and position items in many situations, like offhand, main hand, ground, head, item frame and GUI. All changes are done using simple sliders that tell you what they do. It works for 1.12 and up and is available for Windows, Windows portable, Linux and Mac, as well as a web app.
I've been using it for years to make resource packs.
If you don't want to or can't use Blockbench, values you need to change are in the section:
"ground": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3, 0],
"scale":[ 0.015, 0.015, 0.015 ]
Changing the scale
value will affect how big the item is on the ground. Remember that after saving changes, you'll need to reload your resource pack for changes to take effect. Here is a little explanation on how to change these values :
Answered by Red on December 15, 2021
This is the parent class of blocks (../models/block/block.json
), which has more options for displaying them. You could use these settings for specific items or add them to their parent class.
{
"display": {
"gui": {
"rotation": [ 30, 225, 0 ],
"translation": [ 0, 0, 0],
"scale":[ 0.625, 0.625, 0.625 ]
},
"ground": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3, 0],
"scale":[ 0.25, 0.25, 0.25 ]
},
"fixed": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 0, 0],
"scale":[ 0.5, 0.5, 0.5 ]
},
"thirdperson_righthand": {
"rotation": [ 75, 45, 0 ],
"translation": [ 0, 2.5, 0],
"scale": [ 0.375, 0.375, 0.375 ]
},
"firstperson_righthand": {
"rotation": [ 0, 45, 0 ],
"translation": [ 0, 0, 0 ],
"scale": [ 0.40, 0.40, 0.40 ]
},
"firstperson_lefthand": {
"rotation": [ 0, 225, 0 ],
"translation": [ 0, 0, 0 ],
"scale": [ 0.40, 0.40, 0.40 ]
}
}
}
You can add parent properties (block/item class for example) to child elements (a specific block/item) in order to overrule them. Even if they are not in the child's json file you can put them there in order to make your changes. You could even add more settings to the block/item class, if the base interface of them supports them.
An example chain of command (from child to parent) would be:
item/crafting_table
<- block/crafting_table
<- block/cube
<- block/block
Changes to block/block
would apply to (inherited by) the whole chain, while changes to item/crafting_table
will only apply to this item type.
How to use the info provided above
To get started you need the following tools (they're all free):
If you don't have any JSON files...
%appdata%/.minecraft
). ./versions/1.x.x/1.x.x.jar
) with 7-Zip.assetsminecraftmodels
, which should be two folders (block
& item
). They contain all the JSON files you need.Ok, you're good to go. As described above, you'll need some extra properties from the parent class. I'm using a crafting table, since I already used it as example.
block/block.json
and copy the display
block into your clipboard.block/crafting_table.json
in my example)Paste the code you copied into this file and make your changes. Your file should end up like this:
{
"parent": "block/cube",
"textures": {
"particle": "blocks/crafting_table_front",
"down": "blocks/planks_oak",
"up": "blocks/crafting_table_top",
"north": "blocks/crafting_table_front",
"east": "blocks/crafting_table_side",
"south": "blocks/crafting_table_side",
"west": "blocks/crafting_table_front"
},
"display": {
"gui": {
"rotation": [ 30, 225, 0 ],
"translation": [ 0, 0, 0],
"scale":[ 1.3, 0.3, 0.3 ]
},
"ground": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 3, 0],
"scale":[ 0.015, 0.015, 0.015 ]
},
"fixed": {
"rotation": [ 0, 0, 0 ],
"translation": [ 0, 0, 0],
"scale":[ 1.5, 2.0, 1.0 ]
},
"thirdperson_righthand": {
"rotation": [ 75, 45, 0 ],
"translation": [ 0, 2.5, 0],
"scale": [ 0.5, 2.0, 0.5 ]
},
"firstperson_righthand": {
"rotation": [ 0, 45, 0 ],
"translation": [ 0, 0, 0 ],
"scale": [ 1.04, 0.04, 1.04 ]
},
"firstperson_lefthand": {
"rotation": [ 0, 225, 0 ],
"translation": [ 0, 0, 0 ],
"scale": [ 0.40, 0.40, 0.40 ]
}
}
}
Code blocks of the same hierarchy are separated with a comma, so make sure you have one in this part:
},
"display": {
Save the file(s) when you're done.
Now where to put the newly created item enhancements?
We'll need 7-Zip again.
assets
on your desktop or any other desired location.assets
, create the same folder structure you find in the extracted one:- minecraft
-- models
--- block
--- item (if applicable)
Create a file named pack.mcmeta
with the following code:
{
"pack": {
"pack_format": 1,
"description": "something"
}
}
Create a ZIP archive with 7-Zip with assets
as its base and the pack.mcmeta
file right next to it. If you open the ZIP file you should see the assets folder and the pack file right there.
.minecraft/resourcepacks
folder and start minecraftOnce you have done all this, the next steps will be easier. You can just drag and drop newly edited files into your existing archive in your resourcepacks folder. There is no need to (un-)zip everything all over again.
Answered by dly on December 15, 2021
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