[MC-4772] Head items not rendered properly in 3D Created: 15/Dec/12  Updated: 09/Aug/14  Resolved: 09/Aug/14

Status: Resolved
Project: Minecraft: Java Edition
Component/s: None
Affects Version/s: Snapshot 12w50b, Minecraft 1.4.7, Snapshot 13w02b, Minecraft 1.5, Snapshot 13w11a, Minecraft 1.5.2, Minecraft 1.6.2, Minecraft 1.6.4, Minecraft 13w42a, Minecraft 13w42b, Minecraft 13w43a, Minecraft 1.7, Minecraft 1.7.1, Minecraft 1.7.2, Minecraft 13w47c, Minecraft 13w47d, Minecraft 13w47e
Fix Version/s: Minecraft 14w32a

Type: Bug
Reporter: mcat Assignee: Unassigned
Resolution: Fixed Votes: 6
Labels: None
Environment:

Windos 7 IntelCore i7@3.4Ghz 8Gb RAM, jre7


Attachments: PNG File 2012-12-15_21.45.02.png     PNG File 2012-12-15_21.45.27.png     JPEG File you_can_do_it_better_Mojang.jpg    
CHK:
Confirmation Status: Confirmed

 Description   

When you throw some mob heads, they render bad and have some black stripes



 Comments   
Comment by insomniac_lemon [ 23/Nov/13 ]

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.

Comment by _zombiehunter [ 23/Nov/13 ]

@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

Comment by insomniac_lemon [ 23/Nov/13 ]

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.

Comment by _zombiehunter [ 23/Nov/13 ]

@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?

Comment by Mog (Ryan Holtz) [ 23/Nov/13 ]

WAI

Comment by _zombiehunter [ 23/Nov/13 ]

Confirmed for 13w47a/b/c/d/e

Comment by _zombiehunter [ 25/Oct/13 ]

Confirmed for 1.7.2

Comment by _zombiehunter [ 23/Oct/13 ]

Confirmed for 1.7.1

Comment by _zombiehunter [ 22/Oct/13 ]

Still inconsistent in 1.7!

Comment by _zombiehunter [ 21/Oct/13 ]

Still a problem in 13w43a !

Comment by insomniac_lemon [ 14/Oct/13 ]

@zombie hunter:
As a note, I did not report this issue, and I would not make one for fear of it just being immediately closed for being a "feature request".

But yeah, that's exactly my point. It looks better, more true, it's easier on pack makers (because we don't have to try and make a representation of something we've already textured), and it lowers the need for resources and itemIDs.

I'd feel much better hijacking this issue than making a new one (that would probably be marked as a dupe of this one), especially since what I'm saying is the same as this issue but much more thought out.

So we're doing away with hard-coded IDs right? Well how about this:

-The item rendering becomes more advanced. Any object that can be rendered in the world could be rendered in the inventory and will be rendered in the inventory by default.

-When hardcoded IDs are removed, as are the current arbitrary ID instances of world blocks having icons (except ingredients like cacao beans and sugarcane)

-Implement a way easily to make an item icon for any block, which will create a new item and assign it an itemID. The system should not care whether it is a block or item, it should know that the item places the block upon right click, so essentially be the same (like I said earlier how you can spawn the cake block in the inventory, or the item).

This would not only solve the issue for needing to make icons, but also give artists the ability to make new icons. Why you ask? Well, the enchantment table doesn't have a book in the inventory, and double tall grass and double fern use the top texture in the inventory. What if you designed them fairly similar to the single block versions? Well, it's very confusing. Also, the sunflower's face is upside-down in the world, but shows how it should as the inventory icon..... (EDIT: That's just me, though, I'm sure other artists may have other things they would like to make custom icons for.)

Does this sound reasonable and precise enough, mods? Can this hijack this issue, it's along the same lines, but currently I don't think this issue is going to lead to any development changes or even planning.

Comment by _zombiehunter [ 14/Oct/13 ]

@mcat / insomniac_lemon:
I would generalize this ticket to cover all blocks not having 3D items, additionally I would include Minecarts, boats and saddles (attached an image showing some examples).
I tried to solve this inconsistency problem by making items show the 3D-like blocks in very high resolutions in my "Better than Default" pack, but it's not the same as having "real" 3D items. When creating HD packs, this would save a lot of work and look a thousand times better

Comment by insomniac_lemon [ 14/Oct/13 ]

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!

Comment by Kumasasa [ 17/Mar/13 ]

@The Unknown: If you don't have anything valuable to say for the issue, then don't do it.

Comment by The Uknown [ 17/Mar/13 ]

^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.

Comment by Kumasasa [ 16/Dec/12 ]

The black strips is the pseudo shadow given the 2d item.
Now since the pseudo 3d rendering of the 2d items it looks weird.

Comment by Tails [ 15/Dec/12 ]

Confirmed.

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