Jump to content

Recommended Posts

Posted

Hey  :D, my custom leaves are green for some reason and when placed in my custom dimension they are slightly darker. But my leave texture is all blue so idk why they r green. is there a way to make em blue?

 

Leaves class

package com.manslaughter777.crystaldimension.block;

import java.util.List;
import java.util.Random;

import com.manslaughter777.crystaldimension.Main;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.BlockLeaves;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Blocks;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class Leaves extends BlockLeaves {

public static final String[][] leafDifference = new String[][] {{"crystowoodLeaves"}, {"crystowoodLeavesOpaque"}};
public static final String[] leafTypes = new String[] {"crystowood"};

public Leaves() {
	super();

	this.setLightOpacity(1);
	this.setBlockName("leaves");
	this.setCreativeTab(CreativeTabs.tabBlock);
}

protected void func_150124_c(World world, int x, int y, int z, int side, int meta)
{
	if((side & 3) == 1 && world.rand.nextInt(meta) == 0)
	{
		this.dropBlockAsItem(world, x, y, z, new ItemStack(Items.apple, 1, 0));
	}
}

/**
 * Determines the damage on the item the block drops. Used in cloth and wood.
 */
public int damageDropped(int i)
{
	return super.damageDropped(i) + 4;
}

/**
 * Get the blocks damage value (for use with pick block)
 */
public int getDamageValue(World world, int x, int y, int z)
{
	return world.getBlockMetadata(x, y, z) & 3;
}

/**
 * Returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks) 
 */
@SideOnly(Side.CLIENT)
public void getSubBlocks(Item item, CreativeTabs tab, List list)
{
	for(int i = 0; i < leafTypes.length; i++) {
		list.add(new ItemStack(item, 1, i));
	}

}

@SideOnly(Side.CLIENT)
public void registerBlockIcons(IIconRegister iconRegister)
{
	for (int i = 0; i < leafDifference.length; i++)
	{
		this.field_150129_M[i] = new IIcon[leafDifference[i].length];

		for(int j = 0; j < leafDifference[i].length; j++)
		{
			this.field_150129_M[i][j] = iconRegister.registerIcon(Main.MODID + ":" + leafDifference[i][j]);
		}
	}
}

@Override
public IIcon getIcon(int side, int meta) {
	return (meta & 3) == 1 ? this.field_150129_M[this.field_150127_b][1] : this.field_150129_M[this.field_150127_b][0];
}

@Override
public String[] func_150125_e() {
	return leafTypes;
}

@Override
public boolean renderAsNormalBlock() {
	return false;
}

@Override
public boolean isOpaqueCube() {
	return false;
}

@Override
public boolean shouldSideBeRendered(IBlockAccess blockAccess, int x, int y, int z, int side) {
	return true;
}
 /**
     * Returns the quantity of items to drop on block destruction.
     */
    public int quantityDropped(Random random)
    {
        return random.nextInt(20) == 0 ? 1 : 0;
    }

    public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_)
    {
        return Item.getItemFromBlock(Main.sapling);
    }

    /**
     * Drops the block items with a specified chance of dropping the specified items
     */
    @Override
    public void dropBlockAsItemWithChance(World world, int p_149690_2_, int p_149690_3_, int p_149690_4_, int p_149690_5_, float p_149690_6_, int p_149690_7_)
    {
        super.dropBlockAsItemWithChance(world, p_149690_2_, p_149690_3_, p_149690_4_, p_149690_5_, 1.0f, p_149690_7_);
    }

    protected int func_150123_b(int par1)
    {
        return 20;
    }
}

Posted

Hi

 

Leaves are unusual because vanilla changes their colour depending on the biome (see vanilla code below).

 

BlockLeaves::
   /**
     * Returns a integer with hex for 0xrrggbb with this color multiplied against the blocks color. Note only called
     * when first determining what to render.
     */
    @SideOnly(Side.CLIENT)
    public int colorMultiplier(IBlockAccess p_149720_1_, int p_149720_2_, int p_149720_3_, int p_149720_4_)
    {
        int l = 0;
        int i1 = 0;
        int j1 = 0;

        for (int k1 = -1; k1 <= 1; ++k1)
        {
            for (int l1 = -1; l1 <= 1; ++l1)
            {
                int i2 = p_149720_1_.getBiomeGenForCoords(p_149720_2_ + l1, p_149720_4_ + k1).getBiomeFoliageColor(p_149720_2_ + l1, p_149720_3_, p_149720_4_ + k1);
                l += (i2 & 16711680) >> 16;
                i1 += (i2 & 65280) >> 8;
                j1 += i2 & 255;
            }
        }

        return (l / 9 & 255) << 16 | (i1 / 9 & 255) << 8 | j1 / 9 & 255;
    }

 

If you want to stop it, either don't inherit from BlockLeaves, or @override colorMultiplier (eg to return 0xffffff;)  Although, come to think of it, a blue texture should never look green regardless of what multiplier you return. 

 

Give it a try anyhow, it might help...

 

 

-TGG

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

    • Back then there was a number which determined the tier of an item and block. If the block tier is lower or equal to the item number, the block would be mined. this however, has changed and now it goes by "needs_netherite_tool" which is fine, until you realized that some mods had items and blocks that exceeded these values. You can make you own "needs_mod_tool" but I feel that this is more limiting(and just more work) than before. So is there anyway to use something similar to the old tier system while also still being compatible with a lot of other mod tools?
    • Well, when I log in to the server, sometimes within an hour, sometimes within a minute, the server closes and informs me that there was a Ticking entity error. Below is the crash report
    • This forum is for Forge, not NeoForge. Please go to them for support.
    • Forge version: 55.0.0 Minecraft version: 1.21.5 Downloads: As this is the start of a new version, it is recommended that you check the downloads page and use the latest version to receive any bug fixes. Downloads page Intro: Good evening! Today, we have released our initial build of Forge 55.0 for Minecraft 1.21.5. 1.21.5 is the newest member of the 1.21 family of versions, which was released yesterday on March 25, 2025. As a reminder, the first minor (X.0) of a Forge version is a beta. Forge betas are marked as such on the bottom left of the title screen and are candidates for any breaking changes. Additionally, there are a couple of important things to note about this update, which I've made sure to mention in this post as well. Feel free to chat with us about bugs or these implementation changes on GitHub and in our Discord server. As always, we will continue to keep all versions of 1.21 and 1.20 in active support as covered by our tiered support policy. Cheers, happy modding, and good luck porting! Rendering Refactor For those who tuned in to Minecraft Live on March 22, 2025, you may already know that Mojang have announced their intention to bring their new Vibrant Visuals overhaul to Java in the future. They've taken the first steps toward this by refactoring how rendering pipelines and render types are handled internally. This has, in turn, made many of Forge's rendering APIs that have existed for years obsolete, as they (for the most part) can be done directly in vanilla. If there was a rendering API that was provided by Forge which you believe should be re-implemented, we're happy to discuss on GitHub through an issue or a pull request. Deprecation of weapon-like ToolActions In 1.21.5, Minecraft added new data components for defining the characteristics of weapons in data. This includes attack speed, block tags which define efficient blocks, and more. As such, we will begin marking our ToolActions solution for this as deprecated. ToolActions were originally added to address the problem of creating modded tools that needed to perform the same actions as vanilla tools. There are still a few tool actions that will continue to be used, such as the shears tool action for example. There are some existing Forge tool actions that are currently obsolete and have no effect given the way the new data components are implemented. We will continue to work on these deprecations and invite you to chat with us on GitHub or Discord if you have any questions.
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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