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Showing content with the highest reputation on 02/22/21 in all areas
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1 pointJust like you did already, but you need to use the texture names that are actually used by the parent model, instead of specifying new ones.
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1 point
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1 pointAssuming you only need the client's own data on the client (i.e. PlayerX's client only needs PlayerX's data): Send the data in PlayerLoggedInEvent, PlayerRespawnEvent, PlayerChangedDimensionEvent and whenever the data changes.
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1 pointThanks for the hint. As I'm not that experienced with the model definitions I had to look some up, but I got it to work. I now use the following model (if someone has the same problem) { "parent": "block/block", "textures": { "all": "icedresources:blocks/base_block" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 }, "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 0 } } } ] } Just change the block Texture and you can use it as a template/parent in your flat blocks you want to tint. And your specific block.json files can then be as slim as: { "parent": "icedresources:block/base_block" }