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Robsutar's Achievements

Tree Puncher

Tree Puncher (2/8)



  1. I would like to know if there is a faster method of generating VoxelShapes in different directions in a less boring way, currently I go to the blockbench, rotate my block to a certain direction, and export the model's VoxelShape in that direction. I have to do this for all six directions (north, east, south, west, up, down) every time I create a new rotating block. Code: private static final VoxelShape NORTH = Shapes.box(0.25, 0.25, 0, 0.75, 0.75, 0.25); private static final VoxelShape EAST = Shapes.box(0.75, 0.25, 0.25, 1, 0.75, 0.75); private static final VoxelShape SOUTH = Shapes.box(0.25, 0.25, 0.75, 0.75, 0.75, 1); private static final VoxelShape WEST = Shapes.box(0, 0.25, 0.25, 0.25, 0.75, 0.75); private static final VoxelShape UP = Shapes.box(0.25, 0.75, 0.25, 0.75, 1, 0.75); private static final VoxelShape DOWN = Shapes.box(0.25, 0, 0.25, 0.75, 0.25, 0.75); @Override public @NotNull VoxelShape getShape(BlockState state, BlockGetter p_60556_, BlockPos p_60557_, CollisionContext p_60558_) { switch (state.getValue(FACING)) { case DOWN -> { return DOWN; } case UP -> { return UP; } case SOUTH -> { return SOUTH; } case WEST -> { return WEST; } case EAST -> { return EAST; } default -> { return NORTH; } } } File generated by Blockbench (using extension) in north direction: public VoxelShape makeShape(){ VoxelShape shape = VoxelShapes.empty(); shape = VoxelShapes.join(shape, VoxelShapes.box(0.25, 0.25, 0, 0.75, 0.75, 0.25), IBooleanFunction.OR); // ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ the values used in the static field "NORTH" return shape; } Remembering that the model from all directions is the same, but rotated.
  2. Taking a look at AbstractContainerScreen.renderSlot() I got the following code: Method created in my AbstractContainerScreen class: private void renderCustomSlot(PoseStack poseStack,ItemStack itemstack,int x, int y) { boolean visible = true; boolean hover = false; this.setBlitOffset(100); this.itemRenderer.blitOffset = 100.0F; if (visible) { if (hover) { //Draw a rectangle behind the item fill(poseStack, x, y, x + 16, y + 16, -2130706433); } //Render item icon RenderSystem.enableDepthTest(); this.itemRenderer.renderAndDecorateItem(this.minecraft.player, itemstack, x, y, x + y * this.imageWidth); //Render item string count PoseStack posestack = new PoseStack(); if (itemstack.getCount() != 1) { String s = String.valueOf(itemstack.getCount()); posestack.translate(0.0D, 0.0D, itemRenderer.blitOffset + 200.0F); MultiBufferSource.BufferSource multibuffersource$buffersource = MultiBufferSource.immediate(Tesselator.getInstance().getBuilder()); /* float scale; if (s.length()<3){ scale=1f; }else if (s.length()<4){ scale = 0.75f; }else { scale=0.5f; s = s.substring(0,s.length()-3)+"k"; } float compensatingScale = 1/scale; float stringX = (x + 19f - 2 - font.width(s)*scale)*compensatingScale; float stringY =(y + 6f + 3)*compensatingScale; posestack.scale(scale,scale,scale); */ float stringX = (x + 19f - 2 - font.width(s)); float stringY =(y + 6f + 3); font.drawInBatch(s,stringX,stringY,16777215, true, posestack.last().pose(), multibuffersource$buffersource, false, 0, 15728880); //posestack.scale(compensatingScale,compensatingScale,compensatingScale); multibuffersource$buffersource.endBatch(); } } this.itemRenderer.blitOffset = 0.0F; this.setBlitOffset(0); } Now it works correctly: Thanks to warjort for the tip!
  3. render method in my AbstractContainerScreen class @Override protected void renderBg(PoseStack poseStack, float pPartialTick, int mouseX, int mouseY) { RenderSystem.setShader(GameRenderer::getPositionTexShader); RenderSystem.setShaderColor(1.0F, 1.0F, 1.0F, 1.0F); RenderSystem.setShaderTexture(0, TEXTURE); this.blit(poseStack,leftPos,topPos,0,0, imageWidth, imageHeight); ItemStack stack = new ItemStack(SItems.REDSTONE_SILICON,64); String count = String.valueOf(stack.getCount()); //render item model itemRenderer.renderGuiItem(stack,mouseX,mouseY); //render my string (64 in iamge) font.draw(poseStack,count,mouseX+(-font.width(count)+20),mouseY+10,0xFFFFFF); } @Override public void render(PoseStack poseStack, int mouseX, int mouseY, float delta) { renderBackground(poseStack); super.render(poseStack, mouseX, mouseY, delta); renderTooltip(poseStack, mouseX, mouseY); } but the string is below the item:
  4. Basically a backpack, I would like to know how to store this type of variable inside my Item. What should I use? Item Nbt and json serialize? how?
  5. About the custom template: I used Boolean Property (Check the official tutorial on the forge website) to determine which model I would like to use, and I used a multipart model mine block, using the conditions of the Boolean Property public class Cable extends Block{ public static final BooleanProperty SOUTH_CONNECTED = BooleanProperty.create("south"); //Boolean Property /* it is possible to put others, in the example I will only do it with the south direction public static final BooleanProperty NORTH_CONNECTED = BooleanProperty.create("north"); public static final BooleanProperty NORTH_CONNECTED = BooleanProperty.create("north"); */ public Cable() { super(Properties.copy(Blocks.GLASS_PANE).dynamicShape()); //register Default Block State this.registerDefaultState(stateDefinition.any() //.setValue(NORTH_CONNECTED, false), .setValue(SOUTH_CONNECTED, false); //by default I want it to be desconected } //Register boolean properties @Override protected void createBlockStateDefinition(StateDefinition.Builder<Block, BlockState> p_49915_) { p_49915_.add(/*UP,DOWN,NORTH,EAST,*/SOUTH); } //Change Boolean Property when checking adjacent blocks @Override public BlockState getStateForPlacement(BlockPlaceContext context) { return getState(context.getLevel(), context.getClickedPos()); } private BlockState getState(Level world, BlockPos pos) { return defaultBlockState() //.setValue(NORTH_CONNECTED, getSideValue(world, pos, Direction.NORTH), .setValue(SOUTH_CONNECTED, getSideValue(world, pos, Direction.SOUTH)); } private bool getSideValue(Level world, BlockPos pos, Direction facing) { BlockState state = world.getBlockState(pos.relative(facing)); Block block = state.getBlock(); //If it's a Cable class block, I want it to connect return (block instanceof Cable); } //Updating boolean properties when an adjacent block is updated, was having a problem, when I broke a cable, it kept plugged in in the air; @Override public void neighborChanged(BlockState state, Level world, BlockPos pos, Block block, BlockPos pos1, boolean b) { super.neighborChanged(state, world, pos, block, pos1, b); world.setBlockAndUpdate(pos,getState(world,pos)); } } About the model: The following json file is the blockstate of the block, located in "resources/assets/mod_id/blockstates/cable.json", but the models cited in the file ("sutarstorage:block/cable_core" and "sutarstorage:block/cable_part") are located in "resources/assets/mod_id/models/block/cabe_(part/core).json", both models were made using Blockbench I made the json manually, but I'm already aware that there are ways to automate its generation.In case you want to copy the code, you will have to remove the comments { "multipart": [ { "apply": { "model": "sutarstorage:block/cable_core" }}, ---> the base model, always visible --- Models that will only be rendered with certain condition { "when": { "north": "true" }, "apply": { "model": "sutarstorage:block/cable_part", "uvlock": false } }, { "when": { "south": "true" }, "apply": { "model": "sutarstorage:block/cable_part", "y": 180, "uvlock": false } }, ---Note that the template is the same ("block/cable_part"), but rotated, it is possible to use other models instead } Special thanks to JimiIT92 and aferrercrafter
  6. I would like to make a block that changes its model according to adjacent blocks of the same type, linke applied, mekanism, pipez, and other mods that update the model of the cables when there is an adjacent one, also changing the VoxelShape, or collision box. Forge version: 1.18.2
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