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Aviator737

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About Aviator737

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    Tree Puncher

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  1. Here is the solution. Set the air model for block default state. Then, in the render method, take the state with the model and render it. blockstate: { "variants": { "model=true": { "model": "almodels:block/double_bed_1" }, "model=false": { "model": "minecraft:block/air" } } } render method: @Override public void render(TileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { BlockRendererDispatcher dispatcher = Minecraft.getInstan
  2. I am trying to make the model lighter and scale it. Registered ClientRegistry.bindTileEntityRenderer and in the render method I do the following: public class ObjRenderer extends TileEntityRenderer<TileEntity> { public ObjRenderer(TileEntityRendererDispatcher tileEntityRendererDispatcher) { super(tileEntityRendererDispatcher); } @Override public void render(TileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { BlockRendererDispatcher dispatcher = Minecraft.ge
  3. I made test 3x3 collision. For convenience, I have marked with colors the areas of the cube (see screenshots). Bounding box shows up correctly but collision works strange. I can't fly horizontally through yellow blocks but I can fall through them. Сorner blocks (red) don't work at all. And I can't fall or walk into blue area. Forge 1.16.5 - 35.1.37 public class TestTileEntityBlock extends TileEntityBlock<TestTileEntity> { private static final VoxelShape SHAPE = makeCuboidShape(-16, -16, -16, 32, 32, 32); public TestTileEntityBlock(Properties properties) { super(p
  4. Try to update foamfix. (you have 0.9.4, the newest is 0.10.3) http://charset.asie.pl/download/
  5. How then to load a model for an itemblock if there is no model in the "models/block" or "model/item" folder
  6. Is there any recommended way to generate blockstate json and write it into assets?
  7. Good day. I have 500 simple blocks with different textures. At 1.7.10 I could just put the texture in assets folder with name of the block and it worked. How can I simply do this in 1.12.2 without creating a lot of blockstates?
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