Jump to content

Recommended Posts

Posted

So i wanna make several items that use at most 5 textures, all of them are white but i wanna make it so that a specific layer has a custom tint.

Im trying to make a milkshake that has different flavors, each flavor having a different colored liquid without making 50 textures that are just recolors, to lower clutter. 

I couldn't find anything on the internet, but i might have missed something, so sorry if i did.

Just now, Viler_of_cool said:

So i wanna make several items that use at most 5 textures, all of them are white but i wanna make it so that a specific layer has a custom tint.

Im trying to make a milkshake that has different flavors, each flavor having a different colored liquid without making 50 textures that are just recolors, to lower clutter. 

I couldn't find anything on the internet, but i might have missed something, so sorry if i did.

Btw im using 1.20

Posted

can we have a example of that for item 

 

inever could make it work for item 
for blocks i got this

Spoiler

				
			
		//########## ########## ########## ########## ########## ########## ########## ##########
		//########## ########## ########## ########## ########## ########## ########## ##########
		@Mod.EventBusSubscriber(modid = MOD_ID, value = Dist.CLIENT, bus = Mod.EventBusSubscriber.Bus.MOD)
		public final class ColorHandler {
		
		@SubscribeEvent
		public static void registerBlockColors(RegisterColorHandlersEvent.Block event) {
		//System.out.println("\n#RegisterColorHandlersEvent#\n");
		
		event.register((state, getter, pos, tintIndex) -> {
		if (tintIndex > 15) return 0xFFFFFF;
		
		if (getter == null || pos == null) {
		//return FoliageColor.getDefaultColor();
		return GrassColor.get(0.5D, 1.0D);
		}
		
		int red = 0;
		int grn = 0;
		int blu = 0;
		
		for (int dz = -1; dz <= 1; ++dz) {
		for (int dx = -1; dx <= 1; ++dx) {
		int i2 = BiomeColors.getAverageGrassColor(getter, pos.offset(dx, 0, dz));
		red += (i2 & 16711680) >> 16;
		grn += (i2 & 65280) >> 8;
		blu += i2 & 255;
		}
		}
		
		return (red / 9 & 255) << 16 | (grn / 9 & 255) << 8 | blu / 9 & 255;
		}, BlockInit.GRASS_SLAB.get());
		
		event.register((state, getter, pos, tintIndex) -> {
		if (tintIndex > 15) return 0xFFFFFF;
		
		if (getter == null || pos == null) {
		//return FoliageColor.getDefaultColor();
		return GrassColor.get(0.5D, 1.0D);
		}
		
		int red = 9215;//8192;//16383;
		int grn = 128;
		int blu = 128;
		
		return (red / 9 & 255) << 16 | (grn / 9 & 255) << 8 | blu / 9 & 255;
		}, BlockInit.MREDSTONE_WIRE.get());
		
		
		
		event.register((state, getter, pos, tintIndex) -> {
		if (tintIndex > 15) return 0xFFFFFF;
		
		if (getter == null || pos == null) {
		//return FoliageColor.getDefaultColor();
		return GrassColor.get(0.5D, 1.0D);
		}
		
		int red = 0;
		int grn = 0;
		int blu = 0;
		
		for (int dz = -1; dz <= 1; ++dz) {
		for (int dx = -1; dx <= 1; ++dx) {
		int i2 = BiomeColors.getAverageWaterColor(getter, pos.offset(dx, 0, dz));
		red += (i2 & 16711680) >> 16;
		grn += (i2 & 65280) >> 8;
		blu += i2 & 255;
		}
		}
		
		return (red / 9 & 255) << 16 | (grn / 9 & 255) << 8 | blu / 9 & 255;
		},
		//BlockInit.RUNNING_WATER.get(),
		//BlockInit.WATER_PIPE_.get(),
		//BlockInit.CAULDRUM_FAUCET.get(),
		//BlockInit.FALLING_WATER.get(),
		BlockInit.COBBLESTONE_TOILET.get(),
		BlockInit.STONE_TOILET.get(),
		BlockInit.IRON_TOILET.get(),
		BlockInit.EMERALD_TOILET.get(),
		BlockInit.DIAMOND_TOILET .get(),
		BlockInit.GOLD_TOILET.get(),
		BlockInit.POLISHED_DIORITE_TOILET .get(),
		BlockInit.POLISHED_ANDESITE_TOILET.get(),
		BlockInit.POLISHED_GRANITE_TOILET .get(),
		BlockInit.GLASS_BOTTLE_BLOCK.get(),
		BlockInit.QUARTZ_TOILET.get()
		);
		}
		}
		
		
		//########## ########## ########## ########## ########## ########## ########## ##########				
			

 

Posted
On 2/27/2024 at 4:43 PM, vemerion said:

You can register an 'ItemColor' in the 'ColorHandlerEvent.Item' event.

So because i just simply dont know, where do i put this? In what file? If you have an example file you can send me that would be great.

Posted

i have it as a  class in the main mod folder but dont seems to matter whats is the location 
/home/usuario/workspace/1.20.4/mercmod/src/main/java/mercmod/ColorHandler.java

"src/main/java/mercmod/ColorHandler.java"

Spoiler

				
			package mercmod;
		
		import mercmod.blocks.BlockInit;
		import net.minecraft.client.renderer.BiomeColors;
		import net.minecraft.world.level.GrassColor;
		import net.minecraftforge.api.distmarker.Dist;
		import net.minecraftforge.client.event.RegisterColorHandlersEvent;
		import net.minecraftforge.eventbus.api.SubscribeEvent;
		import net.minecraftforge.fml.common.Mod;
		
		//########## ########## ########## ########## ########## ########## ########## ##########
		//########## ########## ########## ########## ########## ########## ########## ##########
		@Mod.EventBusSubscriber(modid = mercmod.MOD_ID, value = Dist.CLIENT, bus = Mod.EventBusSubscriber.Bus.MOD)
		public final class ColorHandler {
		
		@SubscribeEvent
		public static void registerBlockColors(RegisterColorHandlersEvent.Block event) {
		//System.out.println("\n#RegisterColorHandlersEvent#\n");
		
		event.register((state, getter, pos, tintIndex) -> {
		if (tintIndex > 15) return 0xFFFFFF;
		
		if (getter == null || pos == null) {
		//return FoliageColor.getDefaultColor();
		return GrassColor.get(0.5D, 1.0D);
		}
		
		int red = 0;
		int grn = 0;
		int blu = 0;
		
		for (int dz = -1; dz <= 1; ++dz) {
		for (int dx = -1; dx <= 1; ++dx) {
		int i2 = BiomeColors.getAverageGrassColor(getter, pos.offset(dx, 0, dz));
		red += (i2 & 16711680) >> 16;
		grn += (i2 & 65280) >> 8;
		blu += i2 & 255;
		}
		}
		
		return (red / 9 & 255) << 16 | (grn / 9 & 255) << 8 | blu / 9 & 255;
		}, BlockInit.GRASS_SLAB.get());
		
		event.register((state, getter, pos, tintIndex) -> {
		if (tintIndex > 15) return 0xFFFFFF;
		
		if (getter == null || pos == null) {
		//return FoliageColor.getDefaultColor();
		return GrassColor.get(0.5D, 1.0D);
		}
		
		int red = 9215;//8192;//16383;
		int grn = 128;
		int blu = 128;
		
		return (red / 9 & 255) << 16 | (grn / 9 & 255) << 8 | blu / 9 & 255;
		}, BlockInit.MREDSTONE_WIRE.get());
		
		
		
		event.register((state, getter, pos, tintIndex) -> {
		if (tintIndex > 15) return 0xFFFFFF;
		
		if (getter == null || pos == null) {
		//return FoliageColor.getDefaultColor();
		return GrassColor.get(0.5D, 1.0D);
		}
		
		int red = 0;
		int grn = 0;
		int blu = 0;
		
		for (int dz = -1; dz <= 1; ++dz) {
		for (int dx = -1; dx <= 1; ++dx) {
		int i2 = BiomeColors.getAverageWaterColor(getter, pos.offset(dx, 0, dz));
		red += (i2 & 16711680) >> 16;
		grn += (i2 & 65280) >> 8;
		blu += i2 & 255;
		}
		}
		
		return (red / 9 & 255) << 16 | (grn / 9 & 255) << 8 | blu / 9 & 255;
		},
		//BlockInit.RUNNING_WATER.get(),
		//BlockInit.WATER_PIPE_.get(),
		//BlockInit.CAULDRUM_FAUCET.get(),
		//BlockInit.FALLING_WATER.get(),
		BlockInit.COBBLESTONE_TOILET.get(),
		BlockInit.STONE_TOILET.get(),
		BlockInit.IRON_TOILET.get(),
		BlockInit.EMERALD_TOILET.get(),
		BlockInit.DIAMOND_TOILET .get(),
		BlockInit.GOLD_TOILET.get(),
		BlockInit.POLISHED_DIORITE_TOILET .get(),
		BlockInit.POLISHED_ANDESITE_TOILET.get(),
		BlockInit.POLISHED_GRANITE_TOILET .get(),
		BlockInit.GLASS_BOTTLE_BLOCK.get(),
		BlockInit.QUARTZ_TOILET.get()
		);
		}
		}
		
		
		//########## ########## ########## ########## ########## ########## ########## ##########				
			

 

i can not get the item color  part to work 

 

this is mi grass slab 

2024-02-28-12-28-02.png

 

As block when placed it takes the corresponding bioma grass color its fine 

 as item in the inventory or the hotbar and as entityItem dont takes the color is just gray 

 



 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Thanks, I've now installed a slightly newer version and the server is at least starting up now.
    • i have the same issue. Found 1 Create mod class dependency(ies) in createdeco-1.3.3-1.19.2.jar, which are missing from the current create-1.19.2-0.5.1.i.jar Found 11 Create mod class dependency(ies) in createaddition-fabric+1.19.2-20230723a.jar, which are missing from the current create-1.19.2-0.5.1.i.jar Detailed walkthrough of mods which rely on missing Create mod classes: Mod: createaddition-fabric+1.19.2-20230723a.jar Missing classes of create: com/simibubi/create/compat/jei/category/sequencedAssembly/JeiSequencedAssemblySubCategory com/simibubi/create/compat/recipeViewerCommon/SequencedAssemblySubCategoryType com/simibubi/create/compat/rei/CreateREI com/simibubi/create/compat/rei/EmptyBackground com/simibubi/create/compat/rei/ItemIcon com/simibubi/create/compat/rei/category/CreateRecipeCategory com/simibubi/create/compat/rei/category/WidgetUtil com/simibubi/create/compat/rei/category/animations/AnimatedBlazeBurner com/simibubi/create/compat/rei/category/animations/AnimatedKinetics com/simibubi/create/compat/rei/category/sequencedAssembly/ReiSequencedAssemblySubCategory com/simibubi/create/compat/rei/display/CreateDisplay Mod: createdeco-1.3.3-1.19.2.jar Missing classes of create: com/simibubi/create/content/kinetics/fan/SplashingRecipe
    • The crash points to moonlight lib - try other builds or make a test without this mod and the mods requiring it
    • Do you have shaders enabled? There is an issue with the mod simpleclouds - remove this mod or disable shaders, if enabled  
    • Maybe you need to create file in assets/<modid>/items/<itemname>.json with content like this:   { "model": { "type": "minecraft:model", "model": "modname:item/itemname" } }  
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.