Posted January 30Jan 30 Hello everyone, Very junior mod maker here. I'm making a floating plank that sits over water. There's this heavy shadow on it when there's a block over it for some reason. As you can see in the picture, the lily pad that has a block over it is just a little darker from the shadow. however my custom plank is almost dark. I have no idea what might cause this. If it is how I generate the block model, here's the code I'm using: getBuilder(block.getId().getPath()) .ao(false) .texture("particle", new ResourceLocation(xxxxx.MODID, "block/" + block.getId().getPath())) .texture("texture", new ResourceLocation(xxxxx.MODID, "block/" + block.getId().getPath())) .element() .from(0.01f, -2f, 0.01f) .to(15.99f, 0.01f, 15.99f) .face(Direction.DOWN).uvs(0f, 0f, 16f, 16f).texture("#texture").cullface(Direction.DOWN).tintindex(0).end() .face(Direction.UP).uvs(0f, 0f, 16f, 16f).texture("#texture").cullface(Direction.UP).tintindex(0).end() .face(Direction.NORTH).uvs(0f, 0f, 16f, 2.01f).texture("#texture").cullface(Direction.NORTH).tintindex(0).end() .face(Direction.SOUTH).uvs(0f, 0f, 16f, 2.01f).texture("#texture").cullface(Direction.SOUTH).tintindex(0).end() .face(Direction.EAST).uvs(0f, 0f, 2.01f, 16f).texture("#texture").rotation(ModelBuilder.FaceRotation.CLOCKWISE_90).cullface(Direction.EAST).tintindex(0).end() .face(Direction.WEST).uvs(0f, 0f, 2.01f, 16f).texture("#texture").rotation(ModelBuilder.FaceRotation.CLOCKWISE_90).cullface(Direction.WEST).tintindex(0).end() .end();
February 4Feb 4 Author Found the problem. The cullfaces were reversed. You need to set the cullface to UP on the DOWN face and vice-versa to all other faces. So that heavy shadow isn't a shadow, it's actually inside the block because the up face isn't rendered. And inside the block is almost dark because there's no light in there. Here's the final code with a few more tweaks if anyone is interested: getBuilder(block.getId().getPath()) .ao(false) .texture("particle", new ResourceLocation(xxxxx.MODID, "block/" + block.getId().getPath())) .texture("texture", new ResourceLocation(xxxxx.MODID, "block/" + block.getId().getPath())) .element() .from(0f, -2f, 0f) .to(16f, 0.01f, 16f) .face(Direction.DOWN).uvs(0f, 0f, 16f, 16f).texture("#texture").cullface(Direction.UP).end() .face(Direction.UP).uvs(0f, 0f, 16f, 16f).texture("#texture").cullface(Direction.DOWN).end() .face(Direction.NORTH).uvs(0f, 0f, 16f, 2.01f).texture("#texture").rotation(ModelBuilder.FaceRotation.UPSIDE_DOWN).cullface(Direction.SOUTH).end() .face(Direction.SOUTH).uvs(0f, 0f, 16f, 2.01f).texture("#texture").cullface(Direction.NORTH).end() .face(Direction.EAST).uvs(0f, 0f, 2.01f, 16f).texture("#texture").rotation(ModelBuilder.FaceRotation.CLOCKWISE_90).cullface(Direction.WEST).end() .face(Direction.WEST).uvs(0f, 0f, 2.01f, 16f).texture("#texture").rotation(ModelBuilder.FaceRotation.COUNTERCLOCKWISE_90).cullface(Direction.EAST).end() .end(); Edited February 4Feb 4 by DnDev
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