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ReconCubed

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Everything posted by ReconCubed

  1. You're an absolute legend mate. Thank you! It worked perfectly. Have a good one
  2. Thanks! Here's my repo: https://github.com/ReconCubed/thecommunityupdate The related files are: https://github.com/ReconCubed/thecommunityupdate/tree/master/src/main/java/me/reconcubed/communityupdate/client/render https://github.com/ReconCubed/thecommunityupdate/blob/master/src/main/java/me/reconcubed/communityupdate/util/BannerTextures.java I appreciate the help!
  3. Sorry it took a while to reply! Was away over the weekend. I tried adding alpha test in my custom elytra layer, and set the transparent pixels to 0. That ended up just rendering black for those pixels. It seems to be targetting the correct pixels from the original texture images, however just turning them black and making the entire thing a black square with the textures on it (like the photos in my OP). I also went back to have a 2nd look at the vanilla elytra layer, I believe they do use blendFunc, I cant see anything about the alpha test func in there. Also, to answer your question: I have made some textures using the vanilla Elytra & shield patterns as a base (much like how the banner & shield do it). I'm simply trying to render the proper elytra transparency, like the below picture, but with the custom textures I use above for all the banner patterns & colours. Cheers!
  4. Yeah, the texture generator is currently a direct copy+paste of vanillas LayeredColorMaskTexture, which is used to generate banners. I started off with just using that class, but that didn't work so I copied it over to my own to make tweaks. This is my first time playing with texture generators so I don't really understand it very well yet. I've managed to seperate the transparent pixels, even manipulate their colour. But I can't seem to get the alpha channel to actually work. https://hastebin.com/ogalajogux.hs I've trief 0x00 and all its counterparts I could find on the internet for just a transparent RGBA value in bytes. No luck there, just renders as white or black. As for the blend func change, I've switched my source factor and destination factor to match what you've suggested, but not changes. The original elytra layer uses source factor one & dest factor zero, so I figured it'd be fine.
  5. I've been working on the ability to add banner patterns to elytras, and I've actually gotten it to work. However, when an elytra has a banner attached the transparent parts of the wings are rendered with a gray color. Photos: My layer renderer -> https://hastebin.com/roquzivade.hs My 'banner/elytra textures' cache -> https://hastebin.com/fusewojuva.hs My texture class (currently the same as a normal LayerColourMaskTexture class) -> https://hastebin.com/tazuwapabe.hs This only happens when I have a banner attached to the elytra, so it leads me to believe there's something I've missed in my texture class. I've tried adding a check on the multiplied colour, testing to see if it that shade of gray was present and then setting the pixel RGBA to a transparent pixel, but that didn't work. I think I'm a bit in over my head here, it'd be great if someone could help push me in the right direction. Cheers!
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