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- * [[Datageneration/States and Models|<tt>BlockState</tt>s and Models]] <h3>Models</h3>4 KB (483 words) - 09:42, 28 March 2023
- ...client-only files in <tt>assets</tt>: [[Introduction to Models|block/item models]], [[BlockState JSONs|blockstate JSONs]], [[Datageneration/I18n|language fi *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>4 KB (586 words) - 18:20, 15 October 2021
- ...nt-only files in <tt>assets</tt>: [[Introduction to Models/1.16|block/item models]], [[BlockState JSONs/1.16|blockstate JSONs]], [[Datageneration/I18n/1.16|l *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>4 KB (569 words) - 04:13, 27 July 2021
- ...nt-only files in <tt>assets</tt>: [[Introduction to Models/1.17|block/item models]], [[BlockState JSONs/1.17|blockstate JSONs]], [[Datageneration/I18n/1.17|l *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>4 KB (589 words) - 05:49, 6 December 2021
- ...nt-only files in <tt>assets</tt>: [[Introduction to Models/1.18|block/item models]], [[BlockState JSONs/1.18|blockstate JSONs]], [[Datageneration/I18n/1.18|l *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>4 KB (589 words) - 07:44, 10 June 2022
- Blockstate JSONs are Minecraft’s way to map “variant strings” to models. A variant string can be absolutely anything, from “inventory” to “po ...e, then when that case occurs, the model will display along with any other models whose conditions are met).4 KB (580 words) - 14:44, 18 June 2022
- ...on along that spectrum, instead of being stuck with four “slots” for their models in the animation. The same is true of the compass and clock. [[Category:Models/1.18|Category:Models]]4 KB (600 words) - 07:44, 10 June 2022
- ...on along that spectrum, instead of being stuck with four “slots” for their models in the animation. The same is true of the compass and clock. [[Category:Models/1.17|Category:Models]]4 KB (601 words) - 05:50, 6 December 2021
- * [[Datageneration/States and Models/1.16|<tt>BlockState</tt>s and Models]] <h3>Models</h3>4 KB (500 words) - 13:59, 7 December 2021
- * [[Datageneration/States and Models/1.17|<tt>BlockState</tt>s and Models]] <h3>Models</h3>4 KB (501 words) - 13:58, 7 December 2021
- * [[Datageneration/States and Models/1.18|<tt>BlockState</tt>s and Models]] <h3>Models</h3>4 KB (505 words) - 08:03, 10 June 2022
- ...rimary resource systems active: one on the client used for visuals such as models, textures, and localization called <code><nowiki>assets</nowiki></code>, th === Models ===6 KB (885 words) - 00:56, 8 February 2021
- ...rimary resource systems active: one on the client used for visuals such as models, textures, and localization called <code><nowiki>assets</nowiki></code>, th === Models ===6 KB (885 words) - 04:14, 27 July 2021
- ...rimary resource systems active: one on the client used for visuals such as models, textures, and localization called <code><nowiki>assets</nowiki></code>, th === Models ===6 KB (885 words) - 05:51, 6 December 2021
- ...rimary resource systems active: one on the client used for visuals such as models, textures, and localization called <code><nowiki>assets</nowiki></code>, th === Models ===6 KB (885 words) - 07:45, 10 June 2022
- ...on along that spectrum, instead of being stuck with four “slots” for their models in the animation. The same is true of the compass and clock. [[Category:Models]]4 KB (598 words) - 13:59, 12 January 2022
- ...s. See the wiki for information on how tint indices are defined in vanilla models.3 KB (490 words) - 03:59, 27 July 2021
- ...s. See the wiki for information on how tint indices are defined in vanilla models.4 KB (520 words) - 16:56, 17 November 2021
- ...s. See the wiki for information on how tint indices are defined in vanilla models.4 KB (520 words) - 05:51, 6 December 2021
- ...s. See the wiki for information on how tint indices are defined in vanilla models.4 KB (520 words) - 07:46, 10 June 2022