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	<title>BlockyRenderer:New Models - Revision history</title>
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	<updated>2026-10-21T08:32:41Z</updated>
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		<title>Maintenance script: BlockyRenderer wiki</title>
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		<updated>2026-10-20T21:29:23Z</updated>

		<summary type="html">&lt;p&gt;BlockyRenderer wiki&lt;/p&gt;
&lt;p&gt;&lt;b&gt;New page&lt;/b&gt;&lt;/p&gt;&lt;div&gt;Blocky Renderer can create new models with a starting cube, and it helps you write model JSON by hand with a schema.&lt;br /&gt;
&lt;br /&gt;
== New Blocky Model… ==&lt;br /&gt;
The command &amp;lt;code&amp;gt;Blocky: New Blocky Model…&amp;lt;/code&amp;gt; creates a new &amp;lt;code&amp;gt;.blockymodel&amp;lt;/code&amp;gt; file. You find it:&lt;br /&gt;
* in the Command Palette,&lt;br /&gt;
* in the Explorer context menu of a folder,&lt;br /&gt;
* as &amp;lt;code&amp;gt;+&amp;lt;/code&amp;gt; in the title bar of the &amp;#039;&amp;#039;&amp;#039;Models&amp;#039;&amp;#039;&amp;#039; view,&lt;br /&gt;
* in the context menu of a folder in the &amp;#039;&amp;#039;&amp;#039;Models&amp;#039;&amp;#039;&amp;#039; view.&lt;br /&gt;
&lt;br /&gt;
=== Steps ===&lt;br /&gt;
# Enter a name, for example &amp;lt;code&amp;gt;Lantern&amp;lt;/code&amp;gt;. A trailing &amp;lt;code&amp;gt;.blockymodel&amp;lt;/code&amp;gt; is removed. The name must not contain &amp;lt;code&amp;gt;\ / : * ? &amp;quot; &amp;amp;lt; &amp;amp;gt; |&amp;lt;/code&amp;gt;, and the file must not exist yet.&lt;br /&gt;
# Choose what the model starts with:&lt;br /&gt;
#* &amp;#039;&amp;#039;Cube with starter texture&amp;#039;&amp;#039;: a cube and the texture &amp;lt;code&amp;gt;&amp;amp;lt;Name&amp;amp;gt;_Texture.png&amp;lt;/code&amp;gt; (128 × 64, each face in its own color).&lt;br /&gt;
#* &amp;#039;&amp;#039;Cube without texture&amp;#039;&amp;#039;.&lt;br /&gt;
#* &amp;#039;&amp;#039;Empty model&amp;#039;&amp;#039;: just &amp;lt;code&amp;gt;{&amp;quot;nodes&amp;quot;: []}&amp;lt;/code&amp;gt; with &amp;lt;code&amp;gt;&amp;quot;lod&amp;quot;: &amp;quot;auto&amp;quot;&amp;lt;/code&amp;gt;.&lt;br /&gt;
# The file opens in the text editor.&lt;br /&gt;
&lt;br /&gt;
If a texture with that name already exists, it is left untouched and the model uses it.&lt;br /&gt;
&lt;br /&gt;
=== Target folder ===&lt;br /&gt;
* From a folder context menu: that folder.&lt;br /&gt;
* From the Command Palette: the folder of the active file, if it is in the workspace. Otherwise the workspace folder. With several workspace folders, you are asked which one to use.&lt;br /&gt;
* Without an open folder, the command shows &amp;#039;&amp;#039;Open a folder for the new model first.&amp;#039;&amp;#039;&lt;br /&gt;
&lt;br /&gt;
== The starter cube ==&lt;br /&gt;
* 32 × 32 × 32, one block. It stands on the ground: its position is &amp;lt;code&amp;gt;y = 16&amp;lt;/code&amp;gt;.&lt;br /&gt;
* Node &amp;lt;code&amp;gt;id&amp;lt;/code&amp;gt; &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;, name &amp;lt;code&amp;gt;Cube&amp;lt;/code&amp;gt;, shape &amp;lt;code&amp;gt;box&amp;lt;/code&amp;gt;, shading &amp;lt;code&amp;gt;flat&amp;lt;/code&amp;gt;.&lt;br /&gt;
* All six faces sit in a cross layout in a 128 × 64 atlas: left, front, right and back side by side in the lower row, top above front and bottom above right.&lt;br /&gt;
* In the starter texture, each face has its own color with a darker border: front blue, back purple, left green, right orange, top yellow, bottom grey. The rest of the image is transparent.&lt;br /&gt;
&lt;br /&gt;
== Empty files from the Explorer ==&lt;br /&gt;
If you create an empty &amp;lt;code&amp;gt;.blockymodel&amp;lt;/code&amp;gt; file in the VS Code Explorer, it is filled at once and saved. The setting &amp;lt;code&amp;gt;blockyRenderer.newModelTemplate&amp;lt;/code&amp;gt; decides with what:&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Value !! Content&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;cube&amp;lt;/code&amp;gt; (default) || The block-sized cube with all six faces in the texture layout&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;empty&amp;lt;/code&amp;gt; || A valid model without nodes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;code&amp;gt;off&amp;lt;/code&amp;gt; || The file stays empty&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The content is inserted as an edit, so &amp;lt;code&amp;gt;Ctrl+Z&amp;lt;/code&amp;gt; empties the file again. Files created by scripts or in the terminal are not filled. For those, the preview shows a &amp;#039;&amp;#039;&amp;#039;Start with a Cube&amp;#039;&amp;#039;&amp;#039; button.&lt;br /&gt;
&lt;br /&gt;
== JSON schema ==&lt;br /&gt;
&amp;lt;code&amp;gt;.blockymodel&amp;lt;/code&amp;gt; files get a JSON schema. In the text editor this gives you:&lt;br /&gt;
* hover help for every field,&lt;br /&gt;
* validation of values, for example &amp;lt;code&amp;gt;shape.type&amp;lt;/code&amp;gt;, &amp;lt;code&amp;gt;lod&amp;lt;/code&amp;gt; or the quad normal,&lt;br /&gt;
* completion. &amp;lt;code&amp;gt;Ctrl+Space&amp;lt;/code&amp;gt; in an empty file offers &amp;#039;&amp;#039;Cube&amp;#039;&amp;#039;. Inside &amp;lt;code&amp;gt;nodes&amp;lt;/code&amp;gt; and &amp;lt;code&amp;gt;children&amp;lt;/code&amp;gt; it offers &amp;#039;&amp;#039;Box&amp;#039;&amp;#039; (8 × 8 × 8 with all six faces) and &amp;#039;&amp;#039;Group&amp;#039;&amp;#039;.&lt;br /&gt;
&lt;br /&gt;
There is no schema for &amp;lt;code&amp;gt;.blockyanim&amp;lt;/code&amp;gt; files.&lt;br /&gt;
&lt;br /&gt;
{{BlockyRenderer Nav}}&lt;/div&gt;</summary>
		<author><name>Maintenance script</name></author>
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