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Featured Replies

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;
    }
}

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

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