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[1.16.5] Apply transformation to obj model
Aviator737 replied to Aviator737's topic in Modder Support
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 -
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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
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Aviator737 started following [1.16] Large collision box is not working correctly
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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
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Try to update foamfix. (you have 0.9.4, the newest is 0.10.3) http://charset.asie.pl/download/
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[1.12.2] How to avoid creating a blockstate for each texture?
Aviator737 replied to Aviator737's topic in Modder Support
How then to load a model for an itemblock if there is no model in the "models/block" or "model/item" folder -
[1.12.2] How to avoid creating a blockstate for each texture?
Aviator737 replied to Aviator737's topic in Modder Support
Is there any recommended way to generate blockstate json and write it into assets?