resourcepack.ai
DOCS

Migrating

Moving from Model Engine

Copy your blueprints/ folder into a pack and start the server. Every .bbmodel in it becomes something you can give, place, spawn or bind.

plugins/RPEngine/content/
  mypack/
    blueprints/          ← straight out of Model Engine
      golem.bbmodel
      bosses/dragon.bbmodel

No pack.yml is needed. A folder holding nothing but Blockbench files is plainly Model Engine's (or BetterModel's), so it loads as a pack named after the folder. Add a pack.yml when you want to say which bundles it goes into, or anything else one says.

/rp give mypack:golem       the item that wears it
/rp bind mypack:golem       put it on the mob you are looking at
/rp spawn mypack:guard      a mob of your own wearing one

The file name is the ID. golem.bbmodel is mypack:golem. A blueprint in a subfolder is found where it is, and the subfolder organises without reaching the ID, the same rule as every other category: bosses/dragon.bbmodel is mypack:dragon. Uppercase or spaces in a file name are refused rather than folded, and the load says which file.

Nothing to convert#

A Model Engine blueprint is a Blockbench .bbmodel file, holding the geometry, bones and animations, and RP Engine reads .bbmodel files directly, from Blockbench 4 or 5.

The bone names mean the same thing, because RP Engine uses Model Engine's naming. A rig you made or bought works without being re-authored:

BoneWhat it does
h_headTurns to look at whatever its mob is targeting
hi_headThe same, and every bone under it inherits it
b_wingA sub-hitbox: the mob is hit on the wing you aimed at
ob_wingThe same, turning with the bone
p_seat1Somewhere to sit
mountWhere the driver sits
tag_nameWhere a name floats

Animations come across too: a looping animation loops, and a one-shot plays when the placed piece is right-clicked. Blockbench's loop, hold and once settings are kept as authored. What each one is called is what /rp and the API play it by.

What is different#

An item owns the model here. In Model Engine a blueprint is a thing in its own right, spawned with /meg; in RP Engine every model belongs to an item, which is what makes one ID work as a thing you hold, a thing you place and a thing a mob wears. Dropping a blueprints folder in creates that item for you: a plain one, on paper. Write your own under the same ID in items/ if you want more than that, and yours wins; the load still mentions the clash, so a blueprint shadowed by accident does not go unnoticed.

MythicMobs mechanics have different names. Theirs are model, state and unmodel; RP Engine's are rpmodel, rpanimate and rpunmodel (see MythicMobs). Because the names differ, a server can run both plugins while it moves over.

What a .bbmodel cannot carry

Meshes are dropped (convert them to cubes in Blockbench first), and a cube's rotation is snapped to one axis at -45, -22.5, 0, 22.5 or 45 degrees. Both are limits of Minecraft's model format, which Model Engine works around with its own renderer, so a rig built for that renderer may need simplifying.