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Showing content with the highest reputation on 07/30/17 in all areas

  1. ModelRegistryEvent is still a client-side event: import net.minecraftforge.client.event.ModelRegistryEvent; Just because it isn't called on the server doesn't mean that the class even exists. Ditto with the ModelLoader class.
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  2. Depends. The blockstates file fully controls the rendering of your model - you can apply your transformations there and they will be applied in the game just as any other item. I don't think that you can change the way a block renders in the world with blockstates. Maybe forge's animation system is capable of that - but I am no expert on it.
    1 point
  3. A mtl file is more than a texture pointer. It contains a "library" of materials(defines different materials for different model parts) and controls all properties of that material. While it is possible to use obj without mtl it is still required by forge to do model setups and baking. So no, you still need an mtl file. I have mine here.
    1 point
  4. Yes it is possible. You can define a texture for your material through a blockstates file just like you'd define a texture for a normal json model. I have an example of that here.
    1 point
  5. Please remove the formatting of the text in the post(when you paste the text in there is a "remove formatting" popup) or do not color it. Your post is impossible to read on the dark theme. 1. This is correct. If you really want you can register your particle with ParticleManager::registerParticle. You can add your own enum constant to EnumParticleTypes with EnumHelper but that is not necessary. 2. Your way is correct. To get an instance of a particle you either instantinate them, or get their IParticleFactory(if it is present) and invoke it's createParticle method. 3. That is the only particle registry. If a mod doesn't register their particle there - you can't. At that point the best you can do is reflection. A Particle is not a IForgeRegistryEntry - there are no registries for them. 4. Please clarify this point a bit more. A TextureMap is not your regular texture - if a sprite is not registered onto it it won't be there - TextureMap does not support dynamically adding textures to it. If you want to add your own texture to it you need to use TextureStitchEvent.Pre and TextureMap::registerSprite. The later returns you a TextureAtlasSprite object.
    1 point
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