Posted May 3, 20214 yr So I've made a multiblock structure (and basically followed this video: https://www.youtube.com/watch?v=GQRxeJSoUI4) and everything works fine but there are some lighting problems because the model of the controller is bigger than one block (it is 2x2 blocks): I know that you used to fix this by overriding isFullBlock and later getRenderLayer but both of these methods don't exist anymore. Using RenderTypeLookup.setRenderLayer(block, RenderType.getCutout()) didn't work either. Edited May 10, 20214 yr by Boy132
May 12, 20214 yr The darkness is associated with ambient occlusion, in your block class you can modify this with: @Override public float getAmbientOcclusionLightValue(BlockState state, IBlockReader worldIn, BlockPos pos) { return (some float); } I've found that small values (usually around 0.1F) reduce the dark. Alternatively in your block model json you can disable or enable occlusion with: "ambientocclusion": true/false Edited May 12, 20214 yr by urbanxx001
May 12, 20214 yr Author 5 hours ago, urbanxx001 said: The darkness is associated with ambient occlusion, in your block class you can modify this with: @Override public float getAmbientOcclusionLightValue(BlockState state, IBlockReader worldIn, BlockPos pos) { return (some float); } I've found that small values (usually around 0.1F) reduce the dark. Alternatively in your block model json you can disable or enable occlusion with: "ambientocclusion": true/false Thank you for your answer! Sadly none of that worked for me, I tried it with 0f, 0.05f, 0.1f and 0.2f (and editing the model json) and the result were the same as before.
May 13, 20214 yr 2 hours ago, Boy132 said: Thank you for your answer! Sadly none of that worked for me, I tried it with 0f, 0.05f, 0.1f and 0.2f (and editing the model json) and the result were the same as before. Ah ok I'm sorry to hear that. I dug a little and it appears if occlusion doesn't solve it, then it might be an issue with Forge's lighting engine and/or model loading, according to this issue thread. To summarize, the engine is particular about vertex ordering in the model, which means certain sides are incorrectly taking the lighting values that should be applied to other sides. The only thing I can suggest is enabling an experimental feature in Forge's config called experimentalForgeLightingPipelineEnabled. Edited May 13, 20214 yr by urbanxx001
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