daebloid2
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Posts
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Posts posted by daebloid2
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I have no idea how to create a custom tree, any idea where to start?
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try set isOpaqueCube = true
in block class.
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still looking for help.
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Try setting
Block#useNeighborBrightness
to true in your
Block
constructor.
Using the same block seems to work,, but if you use another block as the land beside it still makes dark.
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Try returning true for isAmbientOcclusion().
isAmbientOclusion helped, but some parts of the face becomes dark, when with a block on the side, it is not entirely just gets more shading, I'm still looking for help.
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Hello, I'm sorry I'm noob at modding, after a few hours to search not encrontrei someone with the same problem, I have a IBakedModel that when a block is placed on the side, the opposite is incredibly dark (ignoring lighting), I do not know WHAT am I doing wrong, please who know what it is tell me.
Class IBakedModel: http://pastebin.com/hf8atqht
edit: if the block next to is one that emits light, the guy gets brightness without passing light.
obs: Sorry, my English is horrible.
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You could solve the problem?
I have a similar problem and want to solve it but do not think tips on how to do this.
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Please if you know something answer, since I have no ideas how to solve this.
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You don't need a baked model class to make ore glow in the dark. You can do that with the json models just fine by setting "shade":"false" in the elements{} tag of the faces you don't want shaded.
In my experience, that only works if the block also emits light. I think a custom baked model if you want a fullbright block that doesn't emit light, but I don't really know that much about the rendering system.
That's right, I want the block to be bright without emitting light and the model baked worked, however have this problem with the shadow.
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Hi,
I have two blocks, normal (basic) made in minecraft json, and baked (baked models)
here's a print of the problem: http://prnt.sc/cmlc1g
code baked: http://pastebin.com/6z1Fz5Hq
good out, what I want is to let the model baked with the shadow equal to normal, but it does not know how to do this, all help will be welcome.
ps: I am using baked model to leave the ore glowing in the dark.
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I see you called your
TileEntity
TEOre. Is this ore in the sense that you will have world-gen for it? If that's the case, it might not be the best idea to use
TileEntities
and
TESRs
.
the ore will have a brilliant effect on cave, so I chose to use tesr .
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Well, Basically the tesr THIS ignoring a minecraft light out, what ends up doing with the Stay Very dark block : http://prntscr.com/cgy0i3
here is the code of tesr: http://pastebin.com/5YB9ZcLN
Model: http://pastebin.com/Kamu2JZh
block: http://pastebin.com/A6QeNfCA
if anyone knows how to put the standard light minecraft , please talk .
You need to either GlStateManager.disableLighting() or GLStateManager.enableLighting() I believe it is the former, but if your TE does not update dynamically do not use a TESR instead use the JSON model system or IBakedModels.
how can I make her update ?
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Well, Basically the tesr THIS ignoring a minecraft light out, what ends up doing with the Stay Very dark block : http://prntscr.com/cgy0i3
here is the code of tesr: http://pastebin.com/5YB9ZcLN
Model: http://pastebin.com/Kamu2JZh
block: http://pastebin.com/A6QeNfCA
if anyone knows how to put the standard light minecraft , please talk .
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I believe you are asking for certain parts of the ore to not grow dim in the dark, similar to spider/enderman/dragon eyes
Try looking up the render class for those entities.
IE Enderman has 2 texture files
enderman.png
enderman_eyes.png
If you look at the pngs you'll notice the enderman.png has all teh texture of the body, but the eyes are left transparent. And the eyes.png is nearly 100% transparent save where the eyes are, which are purple.
Minecraft layers these two pngs on top of each other with separate render passes. When it renders the eyes, it uses the BL blending to make them disregard lighting and appear to be 100% bright at all times, even if the monster is in the dark.
The function that makes the eyes "glow in the dark" is
GlStateManager.enableBlend();
You'll find how to use this in LayerEndermanEyes.class
At least this is how it is in 1.8, I don't believe much changed to 1.9.4, I could be wrong though.
PS this is entity rendering not block rendering, so you will need to make a tileentity special renderer to render your block as an entity. Google around for that, it isn't super difficult.
You could send a code as an example ?
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Minecraft uses both standard OpenGL light, as well as a lightmap to control brightness.
Try doing
GL11.glPushMatrix(); GL11.glDisable(GL11.GL_LIGHTING); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240f, 240f); ---Render what you want--- GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix();
Haven't done anything with OpenGL since 1.7.10, but all of these methods still exist in 1.10.2 at least, so they should get you going
What should I put in "--- render you want --- " ?
I really no idea
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is there any way to get bright light without issue ?
I don't understand what you're asking.
Do you mean "Is there any way to render a fullbright model without making the block emit light?"? I don't think it's possible with a baked model, but it's probably possible if you use a
TileEntitySpecialRenderer
. I don't know enough about OpenGL to help you with that.
I do not understand entity tile , and almost anything OpenGL, Thanks I already have where to start
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Is there any way to get bright, without emitting light?
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Gloss as in glow like torch or as in rendering effect?
This is how , que CAN glow in the dark / cave (rendering effect): http://vignette4.wikia.nocookie.net/feed-the-beast/images/f/fe/OresNight-1-.png/revision/latest?cb=20130214161343
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Hello , for some time I'm trying to put gloss on my block as well as quartzore From AE and Xychorium pray the Xycraft ,
What do I want to know is how can I put gloss on my block in a simple way , since I am very new in creating mods .
thank you: 3
Sorry bad English hair, I 'm from Brazil :3
[1.10.2]How to create custom trees?
in Modder Support
Posted
What I want is to make a personalized tree, just like vanilla, but with my blocks, it will not generate in the world, but will be made through a recipe(sappling).