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[1.19.1] Unable to create a non-opaque block


Adam61

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Hi, for several days I have been trying to create a non-opaque block, I have overwritten every type of method: #getOcclusionShape(), #useShapeForLightOcclusion() #isOcclusionShapeFullBlock() and another dozen similar methods but I always get the result in the picture.
I tried to register the lock with both #noOcclusion() and without but without success
ONLY doing getShape() {return Shapes.empty ();} i get the desired result, but I need a full-block shape.

PLS help me 😢

cEpzsYG.png

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All those shapes are mostly used for things like lighting, block/entity collision and hitboxes.

For the rendering you need to change the RenderType, the default is RenderType.SOLID if you don't change it.

 

The old way was to use ItemBlockRenderTypes.setRenderLayer() but that has been deprecated as of 1.19

The recommended way is to put this configuration in your block model json.

   /** @deprecated Set your render type in your block model's JSON (eg. {@code "render_type": "cutout"}) or override {@link net.minecraft.client.resources.model.BakedModel#getRenderTypes(BlockState, net.minecraft.util.RandomSource, net.minecraftforge.client.model.data.ModelData)} */
   @Deprecated(forRemoval = true, since = "1.19")
   public static void setRenderLayer(Block block, RenderType type) {

 

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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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Ah so you didn't think showing that was important? 🙂 

You still don't show your block model or the shapes you think should work.

 

I assume your issue is the black part on underside of the top.

Does it kind of work if you put the block on top of a transparent block like glass or even in mid-air so the block beneath is lit?

 

Have you tried telling it the only parts of the block's shape are the top and bottom parts. i.e. pretend the glass looking parts and side bars don't exist.

e.g. try something like this simple shape which is just a thin slice at the top and bottom:

    public static final VoxelShape SHAPE_BOTTOM = Block.box(0.0D, 0.0D, 0.0D, 16.0D, 1.0D, 16.0D);
    public static final VoxelShape SHAPE_TOP = Block.box(0.0D, 15.0D, 0.0D, 16.0D, 16.0D, 16.0D);
    public static final VoxelShape SHAPE = Shapes.or(SHAPE_BOTTOM, SHAPE_TOP);

    @Override
    public VoxelShape getShape(BlockState p_60555_, BlockGetter p_60556_, BlockPos p_60557_, CollisionContext p_60558_) {
        return SHAPE;
    }

I am not saying it is the solution (if it even works), only that it might point to where your problem is.

 

But then I am no expert on Minecraft's lighting code. It makes your average tax-code look comprehensible in comparison. 🙂
 

Edited by warjort

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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8 minutes ago, warjort said:

Ah so you didn't think showing that was important? 🙂 

You still don't show your block model or the shapes you think should work.

 

I assume your issue is the black part on underside of the top.

Does it kind of work if you put the block on top of a transparent block like glass or even in mid-air so the block beneath is lit?

 

Have you tried telling it the only parts of the block's shape are the top and bottom parts. i.e. pretend the glass looking parts and side bars don't exist.

e.g. try this simple shape which is just a thin slice at the top and bottom:

    public static final VoxelShape SHAPE_BOTTOM = Block.box(0.0D, 0.0D, 0.0D, 16.0D, 1.0D, 16.0D);
    public static final VoxelShape SHAPE_TOP = Block.box(0.0D, 15.0D, 0.0D, 16.0D, 16.0D, 16.0D);
    public static final VoxelShape SHAPE = Shapes.or(SHAPE_BOTTOM, SHAPE_TOP);

    @Override
    public VoxelShape getShape(BlockState p_60555_, BlockGetter p_60556_, BlockPos p_60557_, CollisionContext p_60558_) {
        return SHAPE;
    }

I am not saying it is the solution (if it even works), only that it might point to where your problem is.

 

But then I am no expert on Minecraft's lighting code. It makes your average tax-code look comprehensible in comparison. 🙂
 

My block model: 

Spoiler
{
	"credit": "Made with Blockbench",
	"ambientocclusion": false,
	"render_type": "cutout",
	"textures": {
		"0": "block/iron_block",
		"1": "block/glass",
		"particle": "block/iron_block"
	},
	"elements": [
		{
			"from": [0, 15, 0],
			"to": [16, 16, 16],
			"faces": {
				"north": {"uv": [0, 0, 16, 1], "texture": "#0"},
				"east": {"uv": [15, 0, 16, 16], "rotation": 90, "texture": "#0"},
				"south": {"uv": [0, 15, 16, 16], "texture": "#0"},
				"west": {"uv": [0, 0, 1, 16], "rotation": 90, "texture": "#0"},
				"up": {"uv": [0, 0, 16, 16], "texture": "#0"},
				"down": {"uv": [0, 0, 16, 16], "texture": "#0"}
			}
		},
		{
			"from": [0, 0, 0],
			"to": [16, 1, 16],
			"faces": {
				"north": {"uv": [0, 0, 16, 1], "texture": "#0"},
				"east": {"uv": [15, 0, 16, 16], "rotation": 90, "texture": "#0"},
				"south": {"uv": [0, 15, 16, 16], "texture": "#0"},
				"west": {"uv": [0, 0, 1, 16], "rotation": 90, "texture": "#0"},
				"up": {"uv": [0, 0, 16, 16], "texture": "#0"},
				"down": {"uv": [0, 0, 16, 16], "texture": "#0"}
			}
		},
		{
			"from": [0, 1, 15],
			"to": [1, 15, 16],
			"faces": {
				"north": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"east": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"south": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"west": {"uv": [0, 1, 1, 15], "texture": "#0"}
			}
		},
		{
			"from": [0, 1, 0],
			"to": [1, 15, 1],
			"faces": {
				"north": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"east": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"south": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"west": {"uv": [0, 1, 1, 15], "texture": "#0"}
			}
		},
		{
			"from": [15, 1, 15],
			"to": [16, 15, 16],
			"faces": {
				"north": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"east": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"south": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"west": {"uv": [0, 1, 1, 15], "texture": "#0"}
			}
		},
		{
			"from": [15, 1, 0],
			"to": [16, 15, 1],
			"faces": {
				"north": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"east": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"south": {"uv": [0, 1, 1, 15], "texture": "#0"},
				"west": {"uv": [0, 1, 1, 15], "texture": "#0"}
			}
		},
		{
			"from": [1, 1, 0],
			"to": [15, 15, 1],
			"faces": {
				"north": {"uv": [1, 1, 15, 15], "texture": "#1"},
				"south": {"uv": [1, 1, 15, 15], "texture": "#1"}
			}
		},
		{
			"from": [1, 1, 15],
			"to": [15, 15, 16],
			"faces": {
				"north": {"uv": [1, 1, 15, 15], "texture": "#1"},
				"south": {"uv": [1, 1, 15, 15], "texture": "#1"}
			}
		},
		{
			"from": [0, 1, 1],
			"to": [1, 15, 15],
			"faces": {
				"east": {"uv": [1, 1, 15, 15], "texture": "#1"},
				"west": {"uv": [1, 1, 15, 15], "texture": "#1"}
			}
		},
		{
			"from": [15, 1, 1],
			"to": [16, 15, 15],
			"faces": {
				"east": {"uv": [1, 1, 15, 15], "texture": "#1"},
				"west": {"uv": [1, 1, 15, 15], "texture": "#1"}
			}
		}
	]
}

 

if i place the block in the air or near the glass there's no problem, your shape work but as you said it isn't the solution, anyway thanks for the starting point 😃

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Like I said above I am no expert on the lighting, but this is my understanding of why it works.

 

What my example does is create holes in the sides of the block and I have also used this as the collision shape.

This lets the lighting engine allow light from the side.

 

I don't know if this is good for you, e.g. it would also let chickens walk through your block - at least at size of the slices I defined. 🙂

 

Unless somebody knows a different way you will probably have to draw the block yourself by turning the block into a BlockEntity and using a BlockEntityRenderer.

Your real issue I think is the json models don't really let you define one part of the block transparent like glass and other parts solid, at least not with internal faces?

 

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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17 hours ago, warjort said:

Like I said above I am no expert on the lighting, but this is my understanding of why it works.

 

What my example does is create holes in the sides of the block and I have also used this as the collision shape.

This lets the lighting engine allow light from the side.

 

I don't know if this is good for you, e.g. it would also let chickens walk through your block - at least at size of the slices I defined. 🙂

 

Unless somebody knows a different way you will probably have to draw the block yourself by turning the block into a BlockEntity and using a BlockEntityRenderer.

Your real issue I think is the json models don't really let you define one part of the block transparent like glass and other parts solid, at least not with internal faces?

 

Yes, but from what I understand doesn't matter the model but the shape it has, in theory with the #getOcclusionShape I should be able to define a custom shape to use for rendering the light, while with getShape the shape for all other things, the problem is that #getOcclusionShape is ignored and only getShape works (in fact if getShape returns Shapes.empty() I have no problems but as mentioned before I need a full-cube as shape and custom shape for light)

Edited by Adam61
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The thing is there are 2 different things.

The first is the occlusion shape which is mainly used to determine the light level of each block. i.e. whether the block can pass light through it.

The second is the rendering code (the json model) that uses those calculated light levels, the model and shapes to determine the light level for each face.

 

The following is my conjecture based more on experimentation rather than a real understanding of the lighting calculations:

 

What the json model seems to do is check if the collision shape is a full block, if it is then it uses the light level of the block opposite of the face (this is probably an optimisation because it assumes the face must be on the outside?).

Actually I think it really looks at each face and checks the "overlap" with the neighbouring block is the full face? But that's not really relevant to your case.

Why it seems to use the collision shape instead of the occlusion shape for this, I don't know.

 

In your case the relevant block is the one beneath yours. This has light level 0 because your block is on top it.

And the two blocks have shapes that occupy the totality of that face.

 

Like I suggested above, if you take over the rendering yourself, you can do whatever lighting calculations you want for the faces.

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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48 minutes ago, warjort said:

Il fatto è che ci sono 2 cose diverse.

Il primo è la forma dell'occlusione che viene utilizzata principalmente per determinare il livello di luce di ogni blocco. cioè se il blocco può far passare la luce attraverso di esso.

Il secondo è il codice di rendering (il modello json) che utilizza quei livelli di luce calcolati, il modello e le forme per determinare il livello di luce per ciascuna faccia.

 

Quella che segue è la mia congettura basata più sulla sperimentazione che su una reale comprensione dei calcoli illuminotecnici:

 

Quello che il modello json sembra fare è controllare se la forma di collisione è un blocco intero, se lo è allora usa il livello di luce del blocco opposto alla faccia (questa è probabilmente un'ottimizzazione perché presuppone che la faccia debba essere all'esterno ?).

In realtà penso che guardi davvero ogni faccia e controlli la "sovrapposizione" con il blocco vicino è la faccia intera? Ma questo non è molto rilevante per il tuo caso.

Perché sembra usare la forma della collisione invece della forma dell'occlusione per questo, non lo so.

 

Nel tuo caso il blocco rilevante è quello sotto il tuo. Questo ha il livello di luce 0 perché il tuo blocco è sopra di esso.

E i due blocchi hanno forme che occupano la totalità di quella faccia.

 

Come ho suggerito sopra, se ti occupi tu stesso del rendering, puoi eseguire tutti i calcoli di illuminazione che desideri per i volti.

ok but how can i do it? there is no documentation about it

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For BlockEntitys there is a section here: https://forge.gemwire.uk/wiki/Main_Page

For the actual rendering code, you will need to look at what vanilla or modded blocks do (each is different and often there are supporting libraries).

If you know of one similar to yours it would be a good starting point, I can't think of one that does what you want, otherwise I would have suggested it already. 🙂

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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