http://ww4.sinaimg.cn/bmiddle/42 ... i3t4j20sw0g9juu.jpg

我实在想不通,为什么贴图会崩掉。下面是两个json
cube_bottom_top.json
复制代码
lit_redstone_lamp.json
复制代码
@⊙v⊙ @719220502

我实在想不通,为什么贴图会崩掉。下面是两个json
cube_bottom_top.json
- {
- "elements": [
- { "from": [ 0, 0, -16 ],
- "to": [ 16, 16, 32 ],
- "faces": {
- "down": { "texture": "#down", "cullface": "down" },
- "up": { "texture": "#up", "cullface": "up" },
- "north": { "texture": "#bian", "cullface": "north" },
- "south": { "texture": "#bian", "cullface": "south" },
- "west": { "texture": "#bian", "cullface": "west" },
- "east": { "texture": "#bian", "cullface": "east" }
- }
- }
- ]
- }
lit_redstone_lamp.json
- {
- "parent": "block/cube_bottom_top",
- "textures": {
- "particle":"blocks/on",
- "down": "blocks/on",
- "up": "blocks/bian",
- "bian": "blocks/bian"
- }
- }
@⊙v⊙ @719220502
导入模型编辑器试试
因为你没弄uv,所以崩了。
崩材质的情况一般都是没弄好uv,材质分辨率之类的。
崩模型(变回16x16黑紫块)的一般就是json格式错了(少打符号,括号不对等什么的.....)
而你是前者。
或许你需要看下贴图uv那部分,所以....
度盘有我刚才弄的示范材质包...
复制代码以上是把你那两部分结合的(个人习惯...)
先是texture那部分,同样的可以不用重复填加,所以我简化了。
然后你图上的原因,因为from to那里已经不是平常的0 0 0 到 16 16 16,所以你要加uv确定材质的选位。
因为model是长方体了,而这样选uv(0 0 16 16)的话,上下和west east这4个面的材质也就会有拉伸。
所以我弄的材质包里 把east面调整了下(所以texture那多加了个R...恩)
以上
崩材质的情况一般都是没弄好uv,材质分辨率之类的。
崩模型(变回16x16黑紫块)的一般就是json格式错了(少打符号,括号不对等什么的.....)
而你是前者。
或许你需要看下贴图uv那部分,所以....
度盘有我刚才弄的示范材质包...
- {
- "textures": {
- "particle":"blocks/on",
- "bian":"blocks/bian",
- "R":"blocks/resize"
- },
- "elements": [{
- "from": [0, 0, -16],"to": [16, 16, 32],
- "faces": {
- "north": { "texture":"#bian","cullface":"north","uv":[0,0,16,16]},
- "south": { "texture":"#bian","cullface":"south","uv":[0,0,16,16]},
- "west": { "texture":"#bian","cullface":"west","uv":[0,0,16,16]},
- "east": { "texture":"#R","cullface":"east","uv":[0,0,12,4]},
- "up": { "texture":"#bian","cullface":"up","uv":[0,0,16,16]},
- "down": { "texture":"#particle","cullface":"down","uv":[0,0,16,16]}
- }
- }]
- }
先是texture那部分,同样的可以不用重复填加,所以我简化了。
然后你图上的原因,因为from to那里已经不是平常的0 0 0 到 16 16 16,所以你要加uv确定材质的选位。
因为model是长方体了,而这样选uv(0 0 16 16)的话,上下和west east这4个面的材质也就会有拉伸。
所以我弄的材质包里 把east面调整了下(所以texture那多加了个R...恩)
以上
⊙v⊙ 发表于 2016-3-4 05:19
因为你没弄uv,所以崩了。
崩材质的情况一般都是没弄好uv,材质分辨率之类的。
崩模型(变回16x16黑紫块)的 ...
其实后来想了下我也知道哪里错了。我直接把做好的1536*512的贴图弄上去了。应该弄成1536*1536然后UV切割的。
⊙v⊙ 发表于 2016-3-4 05:19
因为你没弄uv,所以崩了。
崩材质的情况一般都是没弄好uv,材质分辨率之类的。
崩模型(变回16x16黑紫块)的 ...
总算做好了,这效果确实不错。
http://ww1.sinaimg.cn/mw1024/4273367bgw1f1kpzn0y0pj20sw0g90ve.jpg

- {
- "textures": {
- "particle":"blocks/on",
- "on":"blocks/on",
- "bian":"blocks/bian",
- "ce":"blocks/nether_brick"
- },
- "elements": [
- { "from": [ 0, 0, -16 ],
- "to": [ 16, 16, 32 ],
- "faces": {
- "down":
- { "texture": "#on","cullface":"down","uv":[0,0,16,5.333],"rotation":90},
- "up":
- { "texture": "#bian", "cullface": "up","uv":[0,0,16,3]},
- "north":
- { "texture": "#ce","cullface":"north","uv":[0,0,16,16]},
- "south":
- { "texture": "#ce","cullface":"south","uv":[0,0,16,16]},
- "west":
- { "texture": "#bian", "cullface": "west","uv":[0,0,16,3]},
- "east":
- { "texture": "#bian", "cullface": "east","uv":[0,0,16,3]}
- }
- }
- ]
- }