Everything posted by blinky000
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1.14 .mdl (wavefront)
I goofed its .obj , 1.12 supported it. I have no clue how to write a model loader
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1.14 .mdl (wavefront)
Does / will 1.14 support .mdl wavefront models?
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optifine and custom .obj
if its .obj, that would be forge. It's odd Smooth lighting is a minecraft thing. I was just hoping somebody might have an idea .
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optifine and custom .obj
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Building mod results in "No such version exists!"
Thanks for info, worked good for me
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UV and .obj
if the UV setting go outside the original texture, automatically tile the texture
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Could not resolve net.minecraftforge:forge:1.12.2-14.23.5.2768
I don't understand how to that
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Could not resolve net.minecraftforge:forge:1.12.2-14.23.5.2768
update my java 8 to 1.8.0_191-b12, still getting the error
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obj modles passing light
Just looked at some stairs, in a vanilla 12.2 and 13.2 , stairs pass light just like my custom blocks. So i guess that's the way it is. Unless of course it's my vid card, but i kinda doubt it
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obj modles passing light
Never did like IHasModel, came from a tutorial on 1.12. and yeahi need to i think about more code- wise . what about the light? i missing some setting.
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obj modles passing light
I'm open to constructive criticism, how is it mess up? Any way this is what is set on the block (i made an in game query tool ) +++++++++ meta: 0 Block: yabm:yb_roof_slope_3_east BB: box[0.0, 0.0, 0.0 -> 1.0, 1.0, 1.0] Harndess: 0.0 Material: net.minecraft.block.material.Material@12145061 Opacity: 255 LightValue: 0 CB: box[0.0, 0.0, 0.0 -> 1.0, 1.0, 1.0] useNeighborBrightness: true Opaque: false Full Cube: false Full Block: false Block Layer: Mipped Cutout
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obj modles passing light
forget what i said about isOpaqueCube , if i make that true, removes faces from block next to it
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obj modles passing light
new YobBlockStdHorzCB("yb_roof_slope_"+i, Material.ROCK, Main.YOB_ROOFS_TAB, true, "yb_roof_slope","style=s"+i, CbShapes.SLOPE_ALL); public class YobBlockStdHorzCB extends YobBlockStandardImp implements IYbFacingHelper, IHasModel { private YobBlockStdCB[] blocks = new YobBlockStdCB[4]; public YobBlockStdHorzCB(String registryName, Material material, CreativeTabs tab, boolean hasItem, String location, String variant, ArrayList<AxisAlignedBB>[] cbList) { super(registryName, material, tab, hasItem, new ModelResourceLocation(Reference.MODID+":"+location,"facing=north,"+variant),true,false,false ); String var; for(int i=0 ; i<4 ; i++) { if(variant == ""){ var = "facing=" + (EnumFacing.VALUES[i+2]).toString().toLowerCase(); } else var = "facing=" + (EnumFacing.VALUES[i+2]).toString().toLowerCase() + "," + variant; this.blocks[i] = new YobBlockStdCB(registryName +"_"+ (EnumFacing.VALUES[i+2]).toString().toLowerCase(), material, tab, false, location , var, cbList[i]); } } @Override public void onBlockPlacedBy(World world, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack){ EnumFacing playerFacing = getPlayerFacing(pos, placer); System.out.println("-------------------------------------------------------------------stdHrz placed"); if(playerFacing.ordinal() > 1 ) world.setBlockState(pos, this.blocks[playerFacing.ordinal() - 2].getDefaultState(),2); } } public class YobBlockStdCB extends YobBlockStandardImp implements IHasModel, isDestroyable{ private ArrayList<AxisAlignedBB> cBoxList; public YobBlockStdCB(String registryName, Material material, CreativeTabs tab, boolean hasItem, String location, String varient, ArrayList<AxisAlignedBB> cBoxList) { super(registryName, material, tab, hasItem, new ModelResourceLocation(Reference.MODID + ":" + location,varient),true,false,false); this.cBoxList = cBoxList; } @Override @SideOnly(Side.CLIENT) // choices are : CUTOUT, CUTOUT_MIPPED, SOLID, TRANSLUCENT public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT_MIPPED; } @Override public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, Entity entityIn, boolean isActualState) { for( AxisAlignedBB aabb: getCollisionBoxList(state)){ addCollisionBoxToList(pos, entityBox, collidingBoxes, aabb); } } protected List<AxisAlignedBB> getCollisionBoxList(IBlockState state) { return this.cBoxList; } @Override public RayTraceResult collisionRayTrace(IBlockState blockState, World worldIn, BlockPos pos, Vec3d start, Vec3d end){ List<RayTraceResult> list = Lists.<RayTraceResult>newArrayList(); if(blockState == null) { System.out.println("Block State Error!"); } for (AxisAlignedBB axisalignedbb : getCollisionBoxList(blockState)){ list.add(this.rayTrace(pos, start, end, axisalignedbb)); } RayTraceResult raytraceresult1 = null; double d1 = 0.0D; for (RayTraceResult raytraceresult : list){ if (raytraceresult != null){ double d0 = raytraceresult.hitVec.squareDistanceTo(end); if (d0 > d1){ raytraceresult1 = raytraceresult; d1 = d0; } } } return raytraceresult1; } } public class YobBlockStandardImp extends YobBlockImp implements IHasModel{ protected boolean hasItem; private boolean opaque = true, fullBlock = true, fullCube = true; public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab) { this(registryName, material,tab, true, new ModelResourceLocation("yabm:"+registryName,""), true, true, true); } public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, String modelLocation) { this(registryName, material, tab, true, new ModelResourceLocation(modelLocation,""), true, true, true); } public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, boolean hasItem ,ModelResourceLocation modelLocation) { this(registryName, material, tab, true, modelLocation, true, true, true); } public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, boolean hasItem ,ModelResourceLocation modelLocation, boolean opaque, boolean fullBlock, boolean fullCube) { super(registryName, registryName, material, tab, hasItem, modelLocation); this.hasItem = hasItem; this.opaque = opaque; this.fullBlock = fullBlock; this.fullCube = fullCube; this.useNeighborBrightness = true; this.setLightOpacity(255); } @Override public boolean isOpaqueCube(IBlockState state){ return this.opaque; } @Override public boolean isFullBlock(IBlockState state){ return this.fullBlock; } @Override public boolean isFullCube(IBlockState state) { return this.fullCube; } @Override public void onBlockDestroyedByPlayer(World world, BlockPos pos, IBlockState state) { System.out.println("YobBlockStandardImp"); } @Override public void registerModels() { //Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory"); ModelLoader.setCustomStateMapper(this,new CustomStateMapperBase(this.getModelLocation())); if(this.hasItem) Main.proxy.registerItemRenderer(this, 0, this.getModelLocation().getVariant()); } } After making sure that it has isOpaueCube return true , left hand corner showing light. Not as bad as it was but not good. (i changed the texture )
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obj modles passing light
In the picture the block on the left has a torch under it, the others do not. This is what i mean about leaking light. It is a .obj model
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obj modles passing light
My obj models pass light . opaque = false, fullBlock = false , fullCube = false , useNeighborBrightness = true; setLightOpacity(255);
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1.12 Multiple blocks using same BlockState
forgot to edit registerItemRenderer() all good now
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1.12 Multiple blocks using same BlockState
i overwrote the StateMapper: public class CustomStateMapperBase extends StateMapperBase{ public CustomStateMapperBase(String stateString) { //this.stateString = stateString; } @Override protected ModelResourceLocation getModelResourceLocation(IBlockState state) { YobBlockColumnBase block = (YobBlockColumnBase) state.getBlock(); return new ModelResourceLocation("yabm:yb_marble_col_base", "style="+block.myStyle); } } and in my block this function is called during the register event: @Override public void registerModels() { YobBlock b = this; ModelLoader.setCustomStateMapper(b, new CustomStateMapperBase("style="+this.myStyle)); Main.proxy.registerItemRenderer(Item.getItemFromBlock(b), 0, "style="+this.myStyle); } the block placed is fine, works well, the block in inventory is a missing texture cube
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1.12 Multiple blocks using same BlockState
i see how i can modigy the statemapper to return the resouce location i want, but not sure how to connect it to the block class
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1.12 Multiple blocks using same BlockState
I'll check it out, im sure ill have more questions, thanks
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1.12 Multiple blocks using same BlockState
I saw something about that, but it was for 1.8 and is it worth if 1.13 changes evreything
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1.12 Multiple blocks using same BlockState
My thinkiing was i would pass the STYLE as a variable when creating the block, then set the blockstate that way public class YobBlockColumnBase extends YobBlock implements IHasModel{ private EYbStyleEnumHandler_7.EnumType myStyle; public static final PropertyEnum<EYbStyleEnumHandler_7.EnumType> STYLE = PropertyEnum.<EYbStyleEnumHandler_7.EnumType>create("style", EYbStyleEnumHandler_7.EnumType.class); public YobBlockColumnBase(String registryName, Material material, CreativeTabs tab, EYbStyleEnumHandler_7.EnumType style) { super(registryName, Material.ROCK, Main.YOB_BLOCKS_TAB, true, false); this.myStyle = style; //setLightOpacity(255); } @Override public void onBlockPlacedBy(World world, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack){ // this block world.setBlockState(pos, state.withProperty(STYLE,myStyle), 2); } myStyle being the property passed in. each instance would have it's own Style on creation. I;m trying to avoid having to create 7 different blockstate files. sigh, if i must i must
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1.12 Multiple blocks using same BlockState
So i would have to have a blockstate file for all the blocks? i was trying to avoid that
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1.12 Multiple blocks using same BlockState
Trying to setup for 1.13 by not using meta data. I would like to have one class with multiple texture choices. When i create an instance of the class i would pass the style i would like, and set up the blockstate appropriately. So i would be registering multiple instances with different styles. Block init: public static final YobBlockColumnBase MARBLE_COLUMN_BASE = new YobBlockColumnBase("yb_marble_col_base",Material.ROCK,Main.YOB_BLOCKS_TAB,EYbStyleEnumHandler_7.EnumType.S0); public static final YobBlockColumnBase OPAL_COLUMN_BASE = new YobBlockColumnBase("yb__col_base",Material.ROCK,Main.YOB_BLOCKS_TAB,EYbStyleEnumHandler_7.EnumType.S1); public static final YobBlockColumnBase QUAERZ_ROSE_COLUMN_BASE = new YobBlockColumnBase("yb_marble_col_base",Material.ROCK,Main.YOB_BLOCKS_TAB,EYbStyleEnumHandler_7.EnumType.S2); i would like to use just one block state using STYLE, but the blockstate Resource FILE NAME comes from the registryName (or is it unlocalizedName ) either way i can only have one object with that name
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1.12 Multiple blocks using same BlockState
is it possible in 1.12?
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1.12 problem with collision boxes and obj models
There was a change : previous: @Deprecated public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, @Nullable Entity entityIn) current: public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, @Nullable Entity entityIn, boolean isActualState) I should have caught this while updating from 10. USE THE @Override!
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