• @riostarlin hiya m8, i wanted to ask you a few things about blockbench, I wanted to ask you about versions and allat, so I don’t make an entire mod and realize I accidentally made it for bedrock instead of java or sum shit.

    Another thing I wanted to ask you about was block hitboxes, because fir the truck mod, I wanna make it function like beds and doors in a way, where you place 1 thing, but the hotbox takes up multiple blocks like a bed or door, because I wanna make it where you place the cab, bed, front facia and bam. Bodywork done

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    • Bro, I’m a bedrock-addon developer.
      But in my knowledge, I know a little bit about Java modding.
      If you wanna make a multi-block entity that spawns several hitboxes but is placed as a single item? That’s doable, but how you do it depends on the version.
      So make sure you are modeling in the java entity or something in blockbench.
      Java Modding (Forge/Fabric)

      Beds and doors are “multipart blocks”, meaning one block spawns extra hitboxes (not separate entities).

      You’d have to create a custom block state that extends across multiple spaces.

      Example: A truck cab (2×3) could be one block that places multiple hitbox pieces across those positions.

      (This can only be done in Java. It is hardcoded in Bedrock. But it can also be done in another way.)

      2025-03-05 21:26:11 UTC 4
      • Replying to: RioStarlinBro, I'm a bedrock-addon developer. But in my knowledge, I

        Well i have the dimensions for the truck

        (1995 chevrolet silverado regular cab short bed): cab:2.5block length, 3block width, bed:5block length, 3block width

        2025-03-05 21:34:52 UTC 3
        • Replying to: 💀HØŁŁEY-ĴØŁŁY-FƯЯЯŸ-1997ÇƘ1500💀Well i have the dimensions for the truck (1995 chevrolet si

          Bro I have to ask you one thing

          I looked into how to make a multi-block hitbox like beds and doors for your mod. You got two ways to do it, depending on what you want.”

          Option 1: Multipart Blocks (Like Beds & Doors)

          This is what Minecraft uses for beds, doors, and big blocks that take up more than one space.

          Basically, when you place the main truck block, the game auto-places extra hitboxes (like the front and back of the truck).

          When you break the main block, all the extra parts disappear too.

          It’s simple, but the truck can’t move—it’s just a big static object.

          Option 2: Entity-Based Hitboxes (Like Boats & Minecarts)

          Instead of using multiple blocks, you can spawn an invisible entity that acts as the truck’s hitbox.

          That entity blocks movement and acts like a real collision box.

          This is better if you want the truck to move, rotate, or have physics, but it’s more work.

          So, which one’s better?

          If you just want a placed truck body, use the multipart block method.

          If you want it to feel like a real vehicle, use the entity hitbox method.

          2025-03-05 21:38:32 UTC 0
          • Replying to: RioStarlinBro I have to ask you one thing I looked into how to make a

            Well…. you see…

            Im making it with the intention for it to be used in unison with a mod called valkyrien skies 2, for forge, it basically ads physics entity’s to the game. So basically I could make a block be effected by physics and then build off of that block, so it’d provide the strong hitboxes of a block while also being somewhat movable (i won’t say fast because it’s slow AF and makes the IRL vortec V8 look fast)

            Now I uh, just gotta figure out the multiblock part on blockbench

            2025-03-05 22:04:12 UTC 1
            • Replying to: 💀HØŁŁEY-ĴØŁŁY-FƯЯЯŸ-1997ÇƘ1500💀Well.... you see... Im making it with the intention for it

              Okay so I will tell clearly step by step.

              First create the full truck in one Blockbench project. This helps you ensure that all parts fit together properly. Once the truck is modeled, break it down into individual pieces—each piece will be a separate block in Minecraft.

              Make sure the pivot points of each part match where they should connect to the chassis block. If the truck is 3 blocks long, then each part should be positioned using exact multiples of 16 pixels in Blockbench (since 1 block = 16×16 pixels). This keeps everything aligned when placed in-game.

              When you’re done splitting the model, export each piece separately as a JSON model for Minecraft blocks (or OBJ if Valkyrien Skies requires it). In your mod’s code, make sure each block is programmed to be placed in the correct position relative to the chassis so the whole truck assembles correctly in Minecraft. That way, when you apply physics using Valkyrien Skies, everything moves together without weird gaps or misalignment.

              2025-03-05 22:20:48 UTC 1
              • Replying to: RioStarlinOkay so I will tell clearly step by step. First create the

                aight bet

                2025-03-05 23:07:56 UTC 1
              • Replying to: RioStarlinOkay so I will tell clearly step by step. First create the

                Wait I have a question,

                Does it matter if I use geckolib to make the truck bodywork? (The only parts of the truck i wanna make modded are the bodywork and maybe the wheels, the rest is either vanilla or other mods)

                2025-03-05 23:47:34 UTC 1
                • Replying to: 💀HØŁŁEY-ĴØŁŁY-FƯЯЯŸ-1997ÇƘ1500💀Wait I have a question, Does it matter if I use geckolib to

                  Bro, using GeckoLib for the truck bodywork isn’t really the best move unless you want animations. If the cab, bed, and front fascia are just static parts, it’s way easier to use normal block models (JSON or OBJ) instead. That way, they work properly as blocks and snap together without extra coding.

                  Valkyrien Skies 2 already handles physics, so you don’t need GeckoLib to make the truck body move. But if you want animated parts—like spinning wheels, wipers, or opening doors—then GeckoLib makes sense for those specific things.

                  Basically, for the bodywork, just stick with regular Blockbench models. If you wanna animate stuff like wheels, then yeah, GeckoLib could be useful, but it’s not needed for the whole truck

                  I don’t know if there’s another way to do this. but hope you understand.

                  2025-03-06 03:56:57 UTC 1
                  • Replying to: RioStarlinBro, using GeckoLib for the truck bodywork isn’t really the

                    Thank ye

                    Also, i can’t find how to do the multiblock thing
                    Is it in blockbench or do I need to learn coding to manually code it in

                    2025-03-06 04:32:22 UTC 1
                    • Replying to: 💀HØŁŁEY-ĴØŁŁY-FƯЯЯŸ-1997ÇƘ1500💀Thank ye Also, i can't find how to do the multiblock thing

                      Yo, for the multi-block setup, you gotta do both—Blockbench is just for modeling, but you’ll need coding to actually make it work in Minecraft.

                      Blockbench is used to model and export each part of the multi-block structure.

                      Minecraft (Forge/VS2 coding) is where you tell the game how to place and connect those blocks together.

                      If you need ste by step answer iwill tell.

                      1. Create the Models in Blockbench

                      First, model the full truck in one project.

                      Then, split it into separate models (cab, front fascia, bed, etc.).

                      Set correct pivot points for each part so they align properly when placed.

                      Export each part as a JSON (or OBJ for VS2).

                      2. Code the Multi-Block Placement in Minecraft (Forge/VS2)

                      You need to write code to spawn the extra blocks when placing the first one (like how beds work).

                      The main block (probably the cab) should automatically place the other parts at the correct positions.

                      If using Valkyrien Skies 2, make sure all parts are part of the same physics object so they move together.
                      Got it.

                      Blockbench is just for making the models—you’ll need to manually code the multi-block system in Minecraft to make it work. You need to tell the game how to place and link each part when placing the main block. If you’re using VS2, you also need to make sure all parts stay attached to the physics structure.”

                      Now you got it, java (programming lang) is used in the minecraft ja edition. Do you know Java programming?

                      2025-03-06 04:56:12 UTC 0
    • mrw this thread

      2025-03-05 22:42:14 UTC 5