New Gondor textures

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Eaglz24

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Dec 24, 2014
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#1
Hey guys,

So with the new over 100 blockstates recently discovered, we're in need of new textures for them! I'll be dropping a list below showing you what type of blocks we'd like to have.

Once you finish your texture, upload it to imgur, then link it to us in the comments, so we can give feedback! (Preferably in spoilers so we don't have the screen spammed with pictures).

List of blocks:

  • Wooden bowl 3D
Try making the bowl in 2D first, then use a program to convert to 3D. Make it small-ish, easily placable on a block.​
  • Barrel with: tomatoes, fish, lettuce, wheat, wine. - Fireinferno / EcthelionTheGrey WIP
Nothing much to say here really, make it 1 pixel deep in 3D if you want to, don't have to though.​
  • Red brick - Eaglz24 WIP
Not literally red, more orangey (please not too bright though). Should be similar to the Gondor cobblestone texture.
  • Curtain
This should be used as a glass pane block, make it quite vibrant for some ie. red/blue/green colors. Also make a poorer brown/grey variant.​
  • Rope log
Used as a log with rope wrapped around it, for wells/cranes etc..​
  • Path blocks
Make several of these, used for more dirty/gravel paths, and also make a sandstone-y path block as well.​
  • Shelf
Interior shelf, make 3D if wanted (recommended tho, would look a LOT nicer), add things like potions, boxes, or whatever people had on their shelves in medieval times.​
  • Window
Make some different medieval style window variants, add some colored tone to them as well (not all, if you're planning on making several), don't make the tone too heavy though, we want to look through them.​
  • Rich stone pillar
A stoney pillar, with a top, middle and bottom section. Should be quite rich, so able to use in gardens and palaces. Make a sandstone variant too if you're able.
Anyone who can texture and has the skills for it, or wants to give it a go then PLEASE help us with these textures. The faster we get these done the quicker we can move on to building any more Gondor buildings, ie Dol Amroth.

I will update this list quite often, so keep checking for possible blocks you would be interested in!

- Cheers
 
Last edited:

Eriol_Eandur

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#2
Simple 3D models can be done by hand using these instructions: Model – Official Minecraft Wiki

For more complex models there are progams like this one: MrCrayfish's Model Creator

I think I understood 3D model making (by hand not with program) now.
If you have made nice textures and struggle with making a 3D model for them: Just post in the Block Models thread and I will try to help
 
Last edited:

Eriol_Eandur

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#3
We had a great idea yesterday, to use redstone wire for moss covering the ground:
As redstone wire connects to each other to the side and also upwards to the side you can make amazing patterns. All moss you see at both pictures this is made with only ONE block state (55: 4)

The trick is to make some textues that have the material which should cover the ground at zero, one, two, three and four sides.
Black/white mask examples >>here<<

Some more ideas to use this are mud and puddles. Our towns will look much more realistic with not everything perfectly clean.


Maybe you have even more ideas, there are still 9 free redstone wire block states!
 

greglas2

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Jul 12, 2014
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#4
We had a great idea yesterday, to use redstone wire for moss covering the ground:
As redstone wire connects to each other to the side and also upwards to the side you can make amazing patterns. All moss you see at both pictures this is made with only ONE block state (55: 4)

The trick is to make some textues that have the material which should cover the ground at zero, one, two, three and four sides.
Black/white mask examples >>here<<

Some more ideas to use this are mud and puddles. Our towns will look much more realistic with not everything perfectly clean.


Maybe you have even more ideas, there are still 9 free redstone wire block states!
This looks amazing! :D
I can see this looking very natural ruins and that kind of thing.
I think that this might just be because of the green background but the mud looks rather red to me.
 

Eriol_Eandur

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#5
I agree it is too red, but I don't like making textures. I made these just for testing of the block models and block state files. I hope some better texturer will make really great textures. :p
 

Tyranystrasz

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#6
We had a great idea yesterday, to use redstone wire for moss covering the ground:
As redstone wire connects to each other to the side and also upwards to the side you can make amazing patterns. All moss you see at both pictures this is made with only ONE block state (55: 4)

The trick is to make some textues that have the material which should cover the ground at zero, one, two, three and four sides.
Black/white mask examples >>here<<

Some more ideas to use this are mud and puddles. Our towns will look much more realistic with not everything perfectly clean.


Maybe you have even more ideas, there are still 9 free redstone wire block states!
1 or 2 for leaves would be nice, also can we have another bed texture? it would be awesome to have some more poorish like bed for paesants
 

Fireinferno13

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Mar 1, 2014
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#7
Working on barrel o stuff texture now

Progress:
  • Barrel Texture - done
  • 3D model - done
  • Textures o stuff - wip
Anybody want to explain how to use these blockstate files? I created one for a general file but am very confused how to actually get it to work in game.
 
Last edited:

_Luk

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#8
We had a great idea yesterday, to use redstone wire for moss covering the ground:
As redstone wire connects to each other to the side and also upwards to the side you can make amazing patterns. All moss you see at both pictures this is made with only ONE block state (55: 4)

The trick is to make some textues that have the material which should cover the ground at zero, one, two, three and four sides.
Black/white mask examples >>here<<

Some more ideas to use this are mud and puddles. Our towns will look much more realistic with not everything perfectly clean.


Maybe you have even more ideas, there are still 9 free redstone wire block states!
Love it!
Tho im not entirely sure about the puddle, looks quite unnatural to me
 

Eriol_Eandur

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#9
Blockstate files link block states to block models. The names of blockstate files are hardcoded, you can't just make a new blockstate file for that barrel, but you have to edit the one of the block state you want to use for the barrel. There are two kinds of links:
First a list of block models, one for each variant of the block:
Code:
File: torch.json

{
    "variants": {
        "facing=up": { "model": "normal_torch" },
        "facing=east": { "model": "normal_torch_wall" },
        "facing=south": { "model": "normal_torch_wall", "y": 90 },
        "facing=west": { "model": "normal_torch_wall", "y": 180 },
        "facing=north": { "model": "normal_torch_wall", "y": 270 }
    }
}
A list of all block states can be found here: Block states – Official Minecraft Wiki
Second a list of models to be added under certain criteria, several models can be stitched, thus called multipart:
Code:
{
    "multipart": [
        {   "apply": { "model": "oak_fence_post" }},
        {   "when": { "north": "true" },
            "apply": { "model": "oak_fence_side", "uvlock": true }
        },
        {   "when": { "east": "true" },
            "apply": { "model": "oak_fence_side", "y": 90, "uvlock": true }
        },
        {   "when": { "south": "true" },
            "apply": { "model": "oak_fence_side", "y": 180, "uvlock": true }
        },
        {   "when": { "west": "true" },
            "apply": { "model": "oak_fence_side", "y": 270, "uvlock": true }
        }
    ]
}

More information here: Model – Official Minecraft Wiki
For the barrel, I would suggest to use the cactus block as it has a large collision box, so players will not be able to walk through the barrel, but it does not block light. I suppose your model doesn't fill the whole block so blocking light would be weird.
My current cactus file looks like this:
Code:
{
    "multipart": [
        {   "when": { "age": "0" },
            "apply": { "model": "cactus", "uvlock": true }
        },
        {   "when": { "age": "1" },
            "apply": { "model": "sandstone/window_bottom", "uvlock": true }
        },
        {   "when": { "age": "2" },
            "apply": { "model": "sandstone/window_bottom", "y": 90}
        },
        {   "when": { "age": "3" },
            "apply": { "model": "sandstone/window_top", "uvlock": true }
        },
        {   "when": { "age": "4" },
            "apply": { "model": "sandstone/window_top", "y": 90}
        },
        {   "when": { "age": "5" },
            "apply": { "model": "unused/unused_cube_5", "uvlock": true }
        }
...
}
The ordinary cactus model (which is retextured for meat) is used here with block state "age"=0. As you see I already put in some custom models with other "age" states. just put in your model file for any age. You may ask why using multipart here as models are not stitched, but the variants method didn't work for some reason.

Love it!
Tho im not entirely sure about the puddle, looks quite unnatural to me
Yeah, not sure about the puddle myself. I wanted to make it tansparent, but that doesn't seem possible. Now it is animated like still water which is not too bad I think.
 
Last edited:

Fireinferno13

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Mar 1, 2014
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#10
I am still very confused...

How should I name the following files:
  • The Model File
{
"__comment": "Model generated using MrCrayfish's Model Creator (http://mrcrayfish.com/modelcreator/)",
"textures": {
"0": "blocks/Barrel",
"1": "blocks/Bottom",
"2": "blocks/log_oak"
},
"elements": [
{
"name": "south",
"from": [ 3.0, 0.0, 13.0 ],
"to": [ 13.0, 10.0, 14.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 16.0, 0.0, 15.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] },
"down": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] }
}
},
{
"name": "bottom",
"from": [ 3.0, 0.0, 3.0 ],
"to": [ 13.0, 1.0, 13.0 ],
"faces": {
"north": { "texture": "#1", "uv": [ 0.0, 1.0, 16.0, 0.0 ] },
"east": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"south": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"west": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"up": { "texture": "#1", "uv": [ 1.0, 1.0, 15.0, 15.0 ] },
"down": { "texture": "#1", "uv": [ 1.0, 1.0, 15.0, 15.0 ] }
}
},
{
"name": "east",
"from": [ 13.0, 0.0, 3.0 ],
"to": [ 14.0, 10.0, 13.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 15.0, 0.0, 1.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 2.0, 0.0, 16.0, 1.0 ], "rotation": 90 },
"down": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 1.0 ], "rotation": 90 }
}
},
{
"name": "west",
"from": [ 2.0, 0.0, 3.0 ],
"to": [ 3.0, 10.0, 13.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 15.0, 0.0, 1.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 2.0, 0.0, 16.0, 1.0 ], "rotation": 90 },
"down": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 1.0 ], "rotation": 90 }
}
},
{
"name": "north",
"from": [ 3.0, 0.0, 2.0 ],
"to": [ 13.0, 10.0, 3.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 16.0, 0.0, 15.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] },
"down": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] }
}
},
{
"name": "top",
"from": [ 3.0, 8.0, 3.0 ],
"to": [ 13.0, 9.0, 13.0 ],
"faces": {
"north": { "texture": "#1", "uv": [ 0.0, 1.0, 16.0, 0.0 ] },
"east": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"south": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"west": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"up": { "texture": "#2", "uv": [ 1.0, 1.0, 15.0, 15.0 ] },
"down": { "texture": "#1", "uv": [ 1.0, 1.0, 15.0, 15.0 ] }
}
}
]
}

  • The barrel side texture
  • The barrel bottom texture
  • The various content textures (fish/lettuce/tomato/etc)
 

RubenPieterMark

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#11
I am still very confused...

How should I name the following files:
  • The Model File
{
"__comment": "Model generated using MrCrayfish's Model Creator (http://mrcrayfish.com/modelcreator/)",
"textures": {
"0": "blocks/Barrel",
"1": "blocks/Bottom",
"2": "blocks/log_oak"
},
"elements": [
{
"name": "south",
"from": [ 3.0, 0.0, 13.0 ],
"to": [ 13.0, 10.0, 14.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 16.0, 0.0, 15.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] },
"down": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] }
}
},
{
"name": "bottom",
"from": [ 3.0, 0.0, 3.0 ],
"to": [ 13.0, 1.0, 13.0 ],
"faces": {
"north": { "texture": "#1", "uv": [ 0.0, 1.0, 16.0, 0.0 ] },
"east": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"south": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"west": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"up": { "texture": "#1", "uv": [ 1.0, 1.0, 15.0, 15.0 ] },
"down": { "texture": "#1", "uv": [ 1.0, 1.0, 15.0, 15.0 ] }
}
},
{
"name": "east",
"from": [ 13.0, 0.0, 3.0 ],
"to": [ 14.0, 10.0, 13.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 15.0, 0.0, 1.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 2.0, 0.0, 16.0, 1.0 ], "rotation": 90 },
"down": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 1.0 ], "rotation": 90 }
}
},
{
"name": "west",
"from": [ 2.0, 0.0, 3.0 ],
"to": [ 3.0, 10.0, 13.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 15.0, 0.0, 1.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 2.0, 0.0, 16.0, 1.0 ], "rotation": 90 },
"down": { "texture": "#0", "uv": [ 1.0, 0.0, 15.0, 1.0 ], "rotation": 90 }
}
},
{
"name": "north",
"from": [ 3.0, 0.0, 2.0 ],
"to": [ 13.0, 10.0, 3.0 ],
"faces": {
"north": { "texture": "#0", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
"east": { "texture": "#0", "uv": [ 0.0, 0.0, 1.0, 16.0 ] },
"south": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 16.0 ] },
"west": { "texture": "#0", "uv": [ 16.0, 0.0, 15.0, 16.0 ] },
"up": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] },
"down": { "texture": "#0", "uv": [ 0.0, 0.0, 17.0, 1.0 ] }
}
},
{
"name": "top",
"from": [ 3.0, 8.0, 3.0 ],
"to": [ 13.0, 9.0, 13.0 ],
"faces": {
"north": { "texture": "#1", "uv": [ 0.0, 1.0, 16.0, 0.0 ] },
"east": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"south": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"west": { "texture": "#1", "uv": [ 0.0, 0.0, 16.0, 1.0 ] },
"up": { "texture": "#2", "uv": [ 1.0, 1.0, 15.0, 15.0 ] },
"down": { "texture": "#1", "uv": [ 1.0, 1.0, 15.0, 15.0 ] }
}
}
]
}

  • The barrel side texture
  • The barrel bottom texture
  • The various content textures (fish/lettuce/tomato/etc)
The only thing I know is that you shouldn't have the texture directory to ''blocks",but to "edit". In the "edit" folder are all the textures for custom models
 

Eriol_Eandur

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#12
The only thing I know is that you shouldn't have the texture directory to ''blocks",but to "edit". In the "edit" folder are all the textures for custom models
Custom models may be in any subfolder of '/minecraft/models/block/'. Custom textures anywhere in '/minecraft/textures/' there is no need to put them in a special 'edit' folder. For better structure I usually place block models usually in subfolders of these base directories.

I am still very confused...

How should I name the following files:
  • The Model File
  • The barrel side texture
  • The barrel bottom texture
  • The various content textures (fish/lettuce/tomato/etc)
I quickly added the barrel to my wip RP-Gondor.

I put the textures in 'minecraft/textures/blocks/misc' folder. I chanced the filenames of the textures to lowercase wich is mandatory for mc 1.11+:
/minecraft/textures/blocks/misc/barrel.png
/minecraft/textures/blocks/misc/bottom.png​
Thus I had to change the model file to link to the correct texture file locations (all texture filenames in model files are relative to 'minecraft/textures/'):
Code:
"textures": {
"0": "blocks/misc/barrel",
"1": "blocks/misc/bottom",
"2": "blocks/log_oak"
},
I placed the model file in 'minecraft/models/block/misc'. And put a link to this in the blockstate file (all model filenames in blockstate files are relative to 'minecraft/models/block/':
Code:
{
    "multipart": [
        {   "when": { "age": "0" },
            "apply": { "model": "cactus", "uvlock": true }
        },
        {   "when": { "age": "1" },
            "apply": { "model": "sandstone/window_bottom", "uvlock": true }
        },
        {   "when": { "age": "2" },
            "apply": { "model": "sandstone/window_bottom", "y": 90}
        },
        {   "when": { "age": "3" },
            "apply": { "model": "sandstone/window_top", "uvlock": true }
        },
        {   "when": { "age": "4" },
            "apply": { "model": "sandstone/window_top", "y": 90}
        },
        {   "when": { "age": "5" },
            "apply": { "model": "misc/barrel", "uvlock": true }
        },
...
}
 

Fireinferno13

Hardcore MCME-er
Mar 1, 2014
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#13
I noticed that the texture faces seemed slightly off in 2 or so places (grey stripes), tbh I could not figure out how to edit it within your resourcepack so would you mind fixing it? Otherwise it looks really good and I will work on getting the remaining textures to you.
 

Eriol_Eandur

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#14
I fixed it and uploaded to my wip RP-Gondor.

The problem was in the cactus.json blockstate file. There was uvlock set to true, which prevents rotation of textures.
Code:
        {   "when": { "age": "5" },
            "apply": { "model": "misc/barrel", "uvlock": true}
        },
I now removed the uvlock and the stripes are gone.
 

Eaglz24

Hardcore MCME-er
Dec 24, 2014
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#18
I'm sure we can used a closed barrel for the horizontal ones, and use open barrels with stuff inside them for the ones standing up.

Keep up the amazing work though, looking forward to seeing more from you :)
 

Fireinferno13

Hardcore MCME-er
Mar 1, 2014
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United States
#20
I will upload "fillers" here as I make them. Up to y'all whether we use my barrel or Ecth's.
  • Wheat
  • Grapes
  • Tomatos
  • Fish
  • Apples
 
Last edited: