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Frostnox

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  1. This doesn't seem to work as the tint is applied only based on the block not the texture. I have been trying to get an effect similar to OP (color on the block but not the particles), and it turns out that the constructor in TerrainParticle makes a single exception there to not color grass block particles. Fortunately, it always uses 0 as the tint index regardless of the model, so the working solution I came up with is to use 1 as the tint index in the model file which allows easy separation of block/particle by just the tint index.
  2. Got an IBakedModel set up now and it's working perfectly, thanks
  3. I was wondering about the most effective way to apply transformations to items rendered in first person. For context, I am trying to create animations for custom weapon attacks. At first I tried transforming the MatrixStack from RenderHandEvent, and the effect is what I'm looking for but it unfortunately applies to items in both hands. My next idea was to cancel the vanilla rendering for my item (this works on specific hands) and then render it with the transformations. However, I'm not sure exactly how to do that since RenderHandEvent does not have a rendering method. My first guess is FirstPersonRenderer#renderItemInFirstPerson, but I don't know what to provide for IRenderTypeBuffer.Impl and I can't find any usages of this method in the vanilla code. If this is the right method, what is typically provided to do vanilla rendering of a held item? As a side-note, I only need animations for my items, so would it be better to do this through JSON files instead? At least three variables would be necessary though, so I'm not sure this would be simpler than what I am trying currently.
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