Posted January 14, 20232 yr hey, im deving a mod, it allows mark the blocks and to make them less alpha. but idk how to translucent on render block, i just passed render the marked blocks but no thought to translucent them, some1 have a better idea? thanks! Edited January 14, 20232 yr by duyms
January 14, 20232 yr if its like the glass block you need to declare the block whit the .noOcclusion() thing public static final RegistryObject<Block> GLASS_MESH_PANEL = registerBlock("glass_mesh_panel", () -> new glass_mesh(Block.Properties.copy(Blocks.IRON_BARS).noOcclusion() )); an in the json model file must have "ambientocclusion": "true", "render_type": "cutout", Spoiler { "credit": "Made with Blockbench", "parent": "mercblk:block/parent/display/trampilla_display", "ambientocclusion": "true", "render_type": "cutout", "textures": { "north": "mercblk:item/surface/mesh", "south": "mercblk:item/surface/iron", "particle": "#south" }, "elements": [ { "name": "poste_izq", "from": [14.35, 0, -0.1], "to": [16.1, 16, 1.65], "rotation": {"angle": 0, "axis": "y", "origin": [15, 8, 2]}, "faces": { "north": {"uv": [4, 0, 5.75, 16], "texture": "#south"}, "east": {"uv": [0, 0, 1.75, 16], "texture": "#south"}, "south": {"uv": [10, 0, 11.75, 16], "texture": "#south"}, "west": {"uv": [6, 0, 7.75, 16], "texture": "#south"}, "up": {"uv": [0, 0, 1.75, 1.75], "texture": "#south"}, "down": {"uv": [0, 0, 1.75, 1.75], "texture": "#south"} } }, { "name": "poste_der", "from": [0, 0, 0.25], "to": [1, 16, 1.25], "rotation": {"angle": 0, "axis": "y", "origin": [15.25, 8, 0.75]}, "faces": { "north": {"uv": [4, 0, 6, 16], "texture": "#south"}, "east": {"uv": [0, 0, 4, 16], "texture": "#south"}, "south": {"uv": [10, 0, 12, 16], "texture": "#south"}, "west": {"uv": [6, 0, 10, 16], "texture": "#south"}, "up": {"uv": [0, 0, 2, 4], "texture": "#south"}, "down": {"uv": [0, 0, 2, 4], "texture": "#south"} } }, { "name": "mesh", "from": [0, 0, 0.5], "to": [16, 16, 1], "rotation": {"angle": 0, "axis": "y", "origin": [15.25, 8, 0.75]}, "faces": { "north": {"uv": [0, 0, 16, 16], "texture": "#north"}, "east": {"uv": [0, 0, 0.25, 16], "texture": "#north"}, "south": {"uv": [16, 0, 0, 16], "texture": "#north"}, "west": {"uv": [15.75, 0, 16, 16], "texture": "#north"}, "up": {"uv": [0, 0, 16, 0.5], "texture": "#north"}, "down": {"uv": [0, 15.5, 16, 16], "texture": "#north"} } } ], "display": {} } it you wanna get a texture whit a transparency at 50% or something i dont know how to do that an i wanna do the same but whit an entity im working on
January 15, 20232 yr Author 19 hours ago, perromercenary00 said: if its like the glass block you need to declare the block whit the .noOcclusion() thing public static final RegistryObject<Block> GLASS_MESH_PANEL = registerBlock("glass_mesh_panel", () -> new glass_mesh(Block.Properties.copy(Blocks.IRON_BARS).noOcclusion() )); an in the json model file must have "ambientocclusion": "true", "render_type": "cutout", Reveal hidden contents { "credit": "Made with Blockbench", "parent": "mercblk:block/parent/display/trampilla_display", "ambientocclusion": "true", "render_type": "cutout", "textures": { "north": "mercblk:item/surface/mesh", "south": "mercblk:item/surface/iron", "particle": "#south" }, "elements": [ { "name": "poste_izq", "from": [14.35, 0, -0.1], "to": [16.1, 16, 1.65], "rotation": {"angle": 0, "axis": "y", "origin": [15, 8, 2]}, "faces": { "north": {"uv": [4, 0, 5.75, 16], "texture": "#south"}, "east": {"uv": [0, 0, 1.75, 16], "texture": "#south"}, "south": {"uv": [10, 0, 11.75, 16], "texture": "#south"}, "west": {"uv": [6, 0, 7.75, 16], "texture": "#south"}, "up": {"uv": [0, 0, 1.75, 1.75], "texture": "#south"}, "down": {"uv": [0, 0, 1.75, 1.75], "texture": "#south"} } }, { "name": "poste_der", "from": [0, 0, 0.25], "to": [1, 16, 1.25], "rotation": {"angle": 0, "axis": "y", "origin": [15.25, 8, 0.75]}, "faces": { "north": {"uv": [4, 0, 6, 16], "texture": "#south"}, "east": {"uv": [0, 0, 4, 16], "texture": "#south"}, "south": {"uv": [10, 0, 12, 16], "texture": "#south"}, "west": {"uv": [6, 0, 10, 16], "texture": "#south"}, "up": {"uv": [0, 0, 2, 4], "texture": "#south"}, "down": {"uv": [0, 0, 2, 4], "texture": "#south"} } }, { "name": "mesh", "from": [0, 0, 0.5], "to": [16, 16, 1], "rotation": {"angle": 0, "axis": "y", "origin": [15.25, 8, 0.75]}, "faces": { "north": {"uv": [0, 0, 16, 16], "texture": "#north"}, "east": {"uv": [0, 0, 0.25, 16], "texture": "#north"}, "south": {"uv": [16, 0, 0, 16], "texture": "#north"}, "west": {"uv": [15.75, 0, 16, 16], "texture": "#north"}, "up": {"uv": [0, 0, 16, 0.5], "texture": "#north"}, "down": {"uv": [0, 15.5, 16, 16], "texture": "#north"} } } ], "display": {} } it you wanna get a texture whit a transparency at 50% or something i dont know how to do that an i wanna do the same but whit an entity im working on in fact, i not want reg a new block. just inject something in vanilla block render to make vanilla block to translucent 50%
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