When you throw some mob heads, they render bad and have some black stripes
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The black strips is the pseudo shadow given the 2d item.
Now since the pseudo 3d rendering of the 2d items it looks weird.
^Kumasasa is right, probably one of the only mods that knows what hes talking about. Confirmed, and now that that is over, i'm sleeping.
I personally feel that this is part of a fundamental inconsistency with the resource system. Most blocks use a rendered display of their world form, including slabs, stairs, fences, trapdoors, fence gates, pressure plates, buttons, enchanting table, beacon, etc.
Yet why do we even have to make separate items icons for things like mob heads, hoppers, cakes, flower pots, doors, repeaters/comparators, brewing stands, or even boats/minecarts? A few of these things are fairly basic, why can't they use their world mappings instead of requiring a new resource and item ID? With cake, if you spawn it by blockID instead of itemID it displays just fine.
With 16x any item icon you can make to represent the block is going to be simplified or sub-par at best, and HD packs just screenshot it and cut the image out!
@Mog:
Is there really no way to give Heads, Cauldrons, Hoppers, Minecarts, etc. a 3D-appearance in inventories? I mean: It works with fences, pressure plates, buttons and trapdoors, so it should be possible to do it with other stuff too, or not?
Mog, please see my comment about a different way to deal with this.
To sum it up, I basically said that with IDs in the future becoming non-hardcoded, arbitrary values, that the inventory system should have the power to render ANY block in its world form, and even double-tall blocks and entities.
Then, create a system where any block/item can have a linked item to it that functions as it would. This could be used, for instance, to give blocks like double tall grass their own icon instead of using the top half of the terrain texture (which may look identical to regular tall-grass).
The entire system would be determined by resource packs, but server-side would see the "items" as their true block/item form. Default would use this system, and resource packs could undo these to not need to make certain icons, instead having them use their full form instead.
It's an issue because many pack makers consider it a nuisance to make these textures, and many opt for just using part of the full block texture in a really flat way. HD pack makers just take a screenshot of the blocks and use that (as seen in zombie hunter's screenshot), however, this does not have the functionality of being 3D when dropped on the ground.
@insomniac_lemon:
Btw, my HD item textures are not just screenshots, you can never make screenshots that perfect, also how should this work with a saddle? The items use a 3D-looking pixel pattern, just the colors of the pixels where taken from a screenshot and dropped pixel for pixel into the pattern. It's a lot of work ... and I totally agree with your idea, it sounds quite interesting to have both the world form and the possibility to create an item with resource packs 🙂
Zombie hunter, I meant that they get the form somehow and make it look as if it were 3D. I just said "screenshot" because I've seen packs that actually have done it that way (I think I saw a tut on how they did it once), where they actually screenshot it and edit transparency in (but they don't do it at a perfect angle like you did).
For default, I'd assume it would stay as an icon. If you break the link, hopefully it would use the model of the saddle itself.... probably ending up much like what you made. Hopefully, this would even work for things such as armor and mobs (for spawn-eggs).
This would basically require the inventory system to know what each inventory item "creates", so it would look up the model and texture for that thing and display it. Of course, for anything you don't want this to happen, you'd create an icon for it instead.
Confirmed.