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26 changes: 13 additions & 13 deletions docs/custom-game-settings/custom-game-settings.md
Original file line number Diff line number Diff line change
Expand Up @@ -5,7 +5,7 @@ nav_order: 1

# Minecraft Legends - Custom Game Settings

![](images/custom_game_settings/image01.png)
![](/images/custom_game_settings/image01.png)

**Figure 1:** Screenshot of custom settings screen

Expand Down Expand Up @@ -57,7 +57,7 @@ The main categories are the names of the Tabs in the custom settings screen and

Add the setting to an existing category/subcategory. May choose to create a new category or subcategory, this will create a new tab or sub header respectively.

![](images/custom_game_settings/tabs.png)
![](/images/custom_game_settings/tabs.png)

---

Expand Down Expand Up @@ -91,15 +91,15 @@ _possible values_: "int", "float" or "string"

_possible values_:

| Type | Visual | "uiType" | "valueType" | "options" |
| ----------- | ----------------------------------------------- | ----------------------- | -------------- | --------------------------------- |
| Switch | ![](images/custom_game_settings/switch.png) | "switch" | "int" | |
| Slider | ![](images/custom_game_settings/slider.png) | "slider" | "int", "float" | [{"min": #}, {"max": #}] |
| Button | ![](images/custom_game_settings/button.png) | "button" or "rowbutton" | n/a | |
| Dropdown | ![](images/custom_game_settings/dropdown.png) | "dropdown" | "int" | {"label": string} |
| Textfield | ![](images/custom_game_settings/textfield.png) | "textfield" | "string" | |
| Radio Group | ![](images/custom_game_settings/radiogroup.png) | "radiogroup" | "string" | [{"label": option name}, {} ....] |
| Toggles | ![](images/custom_game_settings/toggles.png) | "toggles" | "int" | |
| Type | Visual | "uiType" | "valueType" | "options" |
| ----------- | ------------------------------------------------ | ----------------------- | -------------- | --------------------------------- |
| Switch | ![](/images/custom_game_settings/switch.png) | "switch" | "int" | |
| Slider | ![](/images/custom_game_settings/slider.png) | "slider" | "int", "float" | [{"min": #}, {"max": #}] |
| Button | ![](/images/custom_game_settings/button.png) | "button" or "rowbutton" | n/a | |
| Dropdown | ![](/images/custom_game_settings/dropdown.png) | "dropdown" | "int" | {"label": string} |
| Textfield | ![](/images/custom_game_settings/textfield.png) | "textfield" | "string" | |
| Radio Group | ![](/images/custom_game_settings/radiogroup.png) | "radiogroup" | "string" | [{"label": option name}, {} ....] |
| Toggles | ![](/images/custom_game_settings/toggles.png) | "toggles" | "int" | |

---

Expand Down Expand Up @@ -170,7 +170,7 @@ For slider settings only. Numeric value to be used as the slider value increment

_possible values_: any whole number (preferably a number that will divide the full range of the slider evenly)

![](images/custom_game_settings/sliderSteps.png)
![](/images/custom_game_settings/sliderSteps.png)

---

Expand All @@ -184,7 +184,7 @@ The values for each custom game setting can then be used with entity archetype d

Entities are constructed with a series of components that describe their behaviour. Since custom game settings are server-bound, this section only applies to server entity descriptions. For more general information about how entities are constructed, as well as a list of all the available components and their properties, check out the documentation for [Entities](https://github.com/Mojang/minecraft-legends-docs/blob/main/Entities.md#server-entity-documentation).

In particular, there is a family of components with similar names: <i>badger:difficulty_modifier_...</i>
In particular, there is a family of components with similar names: <i>badger:difficulty*modifier*...</i>

These components are the mechanism in which an entity's properties can be altered based on what difficulty is chosen by the player. Consider this example:

Expand Down
24 changes: 15 additions & 9 deletions docs/mc-structure-files/BarrierBlocks.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,9 +3,11 @@ title: Barrier Blocks
---

# Barrier Blocks in Minecraft Legends

In most cases barrier blocks are invisible blocks used to block player and mob collision. We have a few barrier blocks that are very specific and used in a handful of specialized cases.

## Blocks

Each barrier block used in game are listed below with examples of how and where to use them:

### block_barrier_soft
Expand All @@ -14,46 +16,50 @@ Player and Mob collision, no damage receiver.

Can be used for blocking the player and mobs from entering the structure.

![](images/barrier_blocks/image01.png)
![](/images/barrier_blocks/image01.png)

### block_barrier_solid

Player and Mob collision, has damage receiver.

Can be used for blocking the player and mobs from passing through the deco block, but also if hit with the player sword it would plink off the block.

![](images/barrier_blocks/image02.png)
![](/images/barrier_blocks/image02.png)

### block_barrier_path

Player and Mob collision, no damage receiver, ignored by pathfinding.

Not currently used for anything.

### block_barrier_door

Player and Mob collision, has damage receiver, ignored by pathfinding.

Gate closed and Piglin Gate closed structure entites both use this block to prevent entities entering through the gate.

![](images/barrier_blocks/image03.png)
![](/images/barrier_blocks/image03.png)

### block_barrier_boss

Player is able to walk through. Stops boss mobs from entering lava in boss fights. (Only used in base gen boss areas)

Used in the defend horde boss battle. The block is generated above all lava areas so the boss cannot fall in.

![](images/barrier_blocks/image04.png)
![](/images/barrier_blocks/image04.png)

### block_village_solid_air

Player is able to pass through. Stops mobs from leaving village houses through windows. (Only used in village houses)

Used in the medium village house. The blocks are placed in the areas we don't want the mobs traveling. Forcing them to use the door but still allowing the player to pass through. 

![](images/barrier_blocks/image05.png)
Used in the medium village house. The blocks are placed in the areas we don't want the mobs traveling. Forcing them to use the door but still allowing the player to pass through.

![](/images/barrier_blocks/image05.png)

### block_barrier_soft_denether

Player and Mob collision, no damage receiver. Block is denetherable and gatherable. (Only used in denetherable/gatherable structures)

Used in the obstacle horde mushroom trees. This act the same as the `block_barrier_soft` but when the tree is denethered the barrier blocks will also disappear.

![](images/barrier_blocks/image06.png)

![](/images/barrier_blocks/image06.png)
87 changes: 46 additions & 41 deletions docs/modeling-animating/BlockBench.md
Original file line number Diff line number Diff line change
Expand Up @@ -3,23 +3,23 @@ title: Blockbench
---

# Blockbench To Minecraft Legends

This article will walk you through how to add custom models and textures to Minecraft Legends using the popular free software Blockbench. Adding custom art content is essential to make your experience stand out and look different from the base game. For more information on using blockbench please visit the following link:

https://www.blockbench.net/quickstart

and then go to Minecraft: Bedrock Edition > Entity/model for some quick start information and a few tutorials.
and then go to Minecraft: Bedrock Edition > Entity/model for some quick start information and a few tutorials.

```
Important!
Important!
Be sure to only use the Bedrock Entity Project type when creating projects as the exporter only supports cube geometry.
```

In this Article you will learn the following:

* How to install Blockbench
* How to install the plugin
* How to export models, animations and textures

- How to install Blockbench
- How to install the plugin
- How to export models, animations and textures

# Minecraft Legends Exporter Overview

Expand All @@ -33,87 +33,92 @@ To use this plugin, you need [Blockbench](https://www.blockbench.net/downloads)

1. Download the [Minecraft: Legends plugin](https://github.com/Mojang/legends-blockbench-plugin/releases)
2. Unzip the downloaded release.
3. Open Blockbench and using the menu bar select **File** > **Plugins**
3. Open Blockbench and using the menu bar select **File** > **Plugins**

![](images/blockbench_doc/image01.png)
![](/images/blockbench_doc/image01.png)

4. Select the load plugin icon (the icon between “Plugins” and the cloud icon). This will open a file dialog. From the file dialog, navigate to where you unzipped the downloaded plugin, select the `legends-blockbench-plugin
/minecraftLegendsExporter.js` file, and then select Open.
4. Select the load plugin icon (the icon between “Plugins” and the cloud icon). This will open a file dialog. From the file dialog, navigate to where you unzipped the downloaded plugin, select the `legends-blockbench-plugin
/minecraftLegendsExporter.js` file, and then select Open.

![](images/blockbench_doc/image02.png)
![](images/blockbench_doc/image03.png)
![](/images/blockbench_doc/image02.png)
![](/images/blockbench_doc/image03.png)

5. There will be a popup that displays the following prompt: ”Do you want to allow this plugin to make changes to your PC? Only load plugins from authors you trust.” Select Ok and the plugin will be loaded.
5. There will be a popup that displays the following prompt: ”Do you want to allow this plugin to make changes to your PC? Only load plugins from authors you trust.” Select Ok and the plugin will be loaded.

![](images/blockbench_doc/image04.png)
![](/images/blockbench_doc/image04.png)

The exporter plugin is now loaded and ready to go. In the next section we’ll take a look at exporting a model. For more information on how to use Blockbench and create a model file please refer to the top of the article for a link to some tutorial information. For some guidelines regarding creating models specifically for Minecraft Legends please go to the best practices section.
The exporter plugin is now loaded and ready to go. In the next section we’ll take a look at exporting a model. For more information on how to use Blockbench and create a model file please refer to the top of the article for a link to some tutorial information. For some guidelines regarding creating models specifically for Minecraft Legends please go to the best practices section.

```
Important!
Important!
Again, be sure to only use the Bedrock Entity Project type when creating projects as the exporter only supports cube geometry.
```

# Exporting a model

When you have created your model and are ready to export, navigate to **File** > **Export** > **Minecraft Legends Exporter**

![](images/blockbench_doc/image05.png)
![](/images/blockbench_doc/image05.png)

It will open a dialog box called **Export Options**:

![](images/blockbench_doc/image06.png)
![](/images/blockbench_doc/image06.png)

You have three controls within the Export Options dialog:
* **Model export Scale**: This is the scale to which the model will be exported. By default, the scale is set to 1 and the model will be exported to the normal Minecraft legends scale.
* **Alpha Test**: This check box determines if the material will interpret the alpha channel of the texture as transparency. If not checked, all texels will be opaque.
* **Export Animations**: If this is checked when you press confirm it will open a secondary dialog where you can select which animations to export.

![](images/blockbench_doc/image07.png)
- **Model export Scale**: This is the scale to which the model will be exported. By default, the scale is set to 1 and the model will be exported to the normal Minecraft legends scale.
- **Alpha Test**: This check box determines if the material will interpret the alpha channel of the texture as transparency. If not checked, all texels will be opaque.
- **Export Animations**: If this is checked when you press confirm it will open a secondary dialog where you can select which animations to export.

![](/images/blockbench_doc/image07.png)

When you have set your Export Options it will open a folder selection menu where you can select where the files will be exported. You have now successfully exported the following files:
* model
* texture
* material
* animations (if export animations were selected)

- model
- texture
- material
- animations (if export animations were selected)

To be able to spawn the model in the game you need to create an entire Minecraft legends entity. The following files are required for a Minecraft legends entity:

**Behavior pack files**:
* Entity.json

- Entity.json

**Resource Pack Files**:
* Entity.json
* Animation_controllers.json
* Render_controllers.json

- Entity.json
- Animation_controllers.json
- Render_controllers.json

Creation of the behavior and resource pack files, however, is outside of the scope of this article.

# Best Practices

Here are a couple of suggestions when creating the model to avoid any unforeseen errors:

**Project type**: Only Use the Bedrock Entity Project type in Blockbench as the exporter only supports the block shape.

![](images/blockbench_doc/image08.png)
![](images/blockbench_doc/image09.png)
![](/images/blockbench_doc/image08.png)
![](/images/blockbench_doc/image09.png)

**Naming conventions**:
Make sure to only use
* letters
* numbers
* ```.``` (period)
* ```-``` (dash)
* ```_``` (underline)
Make sure to only use

- letters
- numbers
- `.` (period)
- `-` (dash)
- `_` (underline)

When creating identifiers and names for files, textures and animations. Otherwise, issues could arise when exporting models or when trying to import them into your project.

![](images/blockbench_doc/image10.png)
![](/images/blockbench_doc/image10.png)

**Root Bone**:
It is recommended that every model starts with a root bone that is the parent of everything and that the bone’s Pivot Point and Rotation is left at 0, 0 ,0. Then create the model and animations inside of this root bone

![](images/blockbench_doc/image11.png)
![](/images/blockbench_doc/image11.png)

**Single Texture**:
Try to use a single texture for the entire model, so that your material gets exported. If you want to use multiple textures, you will need to edit the material file to contain multiple textures.
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