Jump to content

[1.7.10] Custom Leaves Are Green


Manslaughter777

Recommended Posts

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;
    }
}

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.



×
×
  • Create New...

Important Information

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