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Textures are determined by the block model.

Block models are selected in your blockstates.json based on the block's Property(s) in your BlockState.

Which BlockState is used is decided by you.

e.g. see the how LIT property is used by RedstoneLampBlock

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

  • Author
5 hours ago, warjort said:

Textures are determined by the block model.

Block models are selected in your blockstates.json based on the block's Property(s) in your BlockState.

Which BlockState is used is decided by you.

e.g. see the how LIT property is used by RedstoneLampBlock

i actually have exactly that right now, but texture animation is synchronized for all textures and so it looks kinda weird and the timing is wrong.

 @Override
    public void stepOn(@NotNull Level level, @NotNull BlockPos pos, @NotNull BlockState blockState, @NotNull Entity entity) {
        if (!level.isClientSide) {
            if (entity instanceof LivingEntity livingEntity) {
                if (!blockState.getValue(BITING)) {
                    level.setBlock(pos, blockState.setValue(BITING, true), 3);
                    livingEntity.hurt(ModDamageSource.GROUND_ATTACK, 6);
                    level.scheduleTick(pos, this, 20);
                }
            }
        }
        super.stepOn(level, pos, blockState, entity);
    }

    @Override
    public void tick(@NotNull BlockState blockState, @NotNull ServerLevel level, @NotNull BlockPos pos, @NotNull RandomSource source) {
        if (!level.isClientSide) {
            level.setBlock(pos, blockState.setValue(BITING, false), 3);
        }
        super.tick(blockState, level, pos, source);
    }

 

Not really my area of expertise.

But usually if you hit the limits of what json models can do then you change your block to a BlockEntity and write your own BlockEntityRenderer to draw what you want.

e.g. the vanilla banner could be normal block, but then it wouldn't wave in the wind.

Boilerplate:

If you don't post your logs/debug.log we can't help you. For curseforge you need to enable the forge debug.log in its minecraft settings. You should also post your crash report if you have one.

If there is no error in the log file and you don't have a crash report then post the launcher_log.txt from the minecraft folder. Again for curseforge this will be in your curseforge/minecraft/Install

Large files should be posted to a file sharing site like https://gist.github.com  You should also read the support forum sticky post.

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