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Posted

Hello,

 

I created a block that is using the model from the chest, but now I have one question: How to set the texture for the particles that appears if you break a block to "planks_oak"?

I hope here someone can help me, because on minecraft.de they tried to help me, but nothing seems to work...

 

So this are my .json files:

blockstates:

{
    "variants": {
        "normal": { "model": "minecraft:chest" }
    }
}

 

models/block:

{
    "parent": "block/cube-all",
    "textures":
    {
    	"all": "minecraft:blocks/chest"
    }
}

 

models/item:

{
    "parent": "builtin/entity",
    "textures":
    {
    	"layer0": "minecraft:planks_oak"
    },
    "display":
    {
    	"thirdperson":
    	{
    		"rotation": [ 10, -45, 170 ],
    		"translation": [ 0, 1.5, -2.75 ],
    		"scale": [ 0.375, 0.375, 0.375 ]
    	}
    }
}

 

  Reveal hidden contents

 

 

Bektor

Developer of Primeval Forest.

Posted

It's because the block/cube_all model that you are using already has the particle texture defined.

block/cube_all:
{
    "parent": "block/cube",
    "textures": {
        "particle": "#all",
        "down": "#all",
        "up": "#all",
        "north": "#all",
        "east": "#all",
        "south": "#all",
        "west": "#all"
    }
}

 

Used block/cube instead and list all of the sides plus the particle texture, eg

{
    "parent": "block/cube",
    "textures": {
        "down": "minecraftbyexample:blocks/mbe01_block_simple_face0",
        "up": "minecraftbyexample:blocks/mbe01_block_simple_face1",
        "north": "minecraftbyexample:blocks/mbe01_block_simple_face2",
        "east": "minecraftbyexample:blocks/mbe01_block_simple_face5",
        "south": "minecraftbyexample:blocks/mbe01_block_simple_face3",
        "west": "minecraftbyexample:blocks/mbe01_block_simple_face4",
        "particle": "blocks/lapis_block"
    }
}

 

This link explains the background in a lot more detail:

http://greyminecraftcoder.blogspot.com.au/2014/12/block-models-18.html

and also

http://minecraft.gamepedia.com/Block_models

 

-TGG

Posted

This will not work, too. :(

 

models/item:

{
    "parent": "builtin/entity",
    "textures":
    {
    	"layer0": "minecraft:planks_oak"
    },
    "display":
    {
    	"thirdperson":
    	{
    		"rotation": [ 10, -45, 170 ],
    		"translation": [ 0, 1.5, -2.75 ],
    		"scale": [ 0.375, 0.375, 0.375 ]
    	}
    }
}

 

models/block:

{
    "parent": "block/cube",
    "textures":
    {
        "down": "minecraft:blocks/chest",
        "up": "minecraft:blocks/chest",
        "north": "minecraft:blocks/chest",
        "east": "minecraft:blocks/chest",
        "south": "minecraft:blocks/chest",
        "west": "minecraft:blocks/chest",
        "particle": "blocks/planks_oak"
    }
}

 

blockstates:

{
    "variants": {
        "normal": { "model": "minecraft:chest" }
    }
}

Developer of Primeval Forest.

Posted

Hi

 

Well that's odd, I don't see an obvious problem.  Are you sure it's not working?  i.e. if you change particle to lapis blue, is your break block particles blue?

 

If not, I suggest a couple of things to try

First try a breakpoint in EntityDiggingFX to find out what texture your block is actually using

    protected EntityDiggingFX(World worldIn, double p_i46280_2_, double p_i46280_4_, double p_i46280_6_, double p_i46280_8_, double p_i46280_10_, double p_i46280_12_, IBlockState p_i46280_14_)
    {
        super(worldIn, p_i46280_2_, p_i46280_4_, p_i46280_6_, p_i46280_8_, p_i46280_10_, p_i46280_12_);
        this.field_174847_a = p_i46280_14_;
        this.func_180435_a(Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(p_i46280_14_));   //<----  breakpoint here
        this.particleGravity = p_i46280_14_.getBlock().blockParticleGravity;
        this.particleRed = this.particleGreen = this.particleBlue = 0.6F;
        this.particleScale /= 2.0F;
    }

If the block model is right but the texture is wrong, you will need to dig deeper into the loading of your model.

ModelBakery.bakeModel is where it looks for your texture in the parsed list of textures at this line

   private IBakedModel bakeModel(ModelBlock modelBlockIn, ModelRotation modelRotationIn, boolean uvLocked)
    {
        TextureAtlasSprite textureatlassprite = (TextureAtlasSprite)this.sprites.get(new ResourceLocation(modelBlockIn.resolveTextureName("particle")));   // here
        SimpleBakedModel.Builder builder = (new SimpleBakedModel.Builder(modelBlockIn)).setTexture(textureatlassprite);

 

You will need to add a conditional breakpoint (eg modelBlockIn.name.contains("bektor") == true) because this method is used by the vanilla blocks too and there are hundreds.

 

-TGG

 

Posted
  Quote

blockstates:

{
    "variants": {
        "normal": { "model": "minecraft:chest" }
    }
}

 

Try changing your model name in your blockstate file. You are now referencing to minecraft's chest model, so "normal": { "model": "yourmodel_id_lowercased:block_model_file_name" }

 

Posted
  On 1/14/2015 at 8:26 AM, vilu said:

  Quote

blockstates:

{
    "variants": {
        "normal": { "model": "minecraft:chest" }
    }
}

 

Try changing your model name in your blockstate file. You are now referencing to minecraft's chest model, so "normal": { "model": "yourmodel_id_lowercased:block_model_file_name" }

 

Well, but I want to use the chest model from minecraft, because I'm not interested in creating a new chest model.

 

  Quote

Hi

 

Well that's odd, I don't see an obvious problem.  Are you sure it's not working?  i.e. if you change particle to lapis blue, is your break block particles blue?

 

If not, I suggest a couple of things to try

First try a breakpoint in EntityDiggingFX to find out what texture your block is actually using

    protected EntityDiggingFX(World worldIn, double p_i46280_2_, double p_i46280_4_, double p_i46280_6_, double p_i46280_8_, double p_i46280_10_, double p_i46280_12_, IBlockState p_i46280_14_)
    {
        super(worldIn, p_i46280_2_, p_i46280_4_, p_i46280_6_, p_i46280_8_, p_i46280_10_, p_i46280_12_);
        this.field_174847_a = p_i46280_14_;
        this.func_180435_a(Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(p_i46280_14_));   //<----  breakpoint here
        this.particleGravity = p_i46280_14_.getBlock().blockParticleGravity;
        this.particleRed = this.particleGreen = this.particleBlue = 0.6F;
        this.particleScale /= 2.0F;
    }

If the block model is right but the texture is wrong, you will need to dig deeper into the loading of your model.

ModelBakery.bakeModel is where it looks for your texture in the parsed list of textures at this line

   private IBakedModel bakeModel(ModelBlock modelBlockIn, ModelRotation modelRotationIn, boolean uvLocked)
    {
        TextureAtlasSprite textureatlassprite = (TextureAtlasSprite)this.sprites.get(new ResourceLocation(modelBlockIn.resolveTextureName("particle")));   // here
        SimpleBakedModel.Builder builder = (new SimpleBakedModel.Builder(modelBlockIn)).setTexture(textureatlassprite);

 

You will need to add a conditional breakpoint (eg modelBlockIn.name.contains("bektor") == true) because this method is used by the vanilla blocks too and there are hundreds.

 

-TGG

 

No, my break block particles are not blue, they are still using the "missing texture" texture from minecraft.

 

Ok, how can I set a breakpoint in eclipse? And the model is correct, but the particles are wrong.

 

Thats the output from eclipse without loading a world:

 

  Reveal hidden contents

 

 

So any idea?

Developer of Primeval Forest.

Posted

Hi

 

Is this the name of your chest?  If so, the problem appears to be that you haven't registered the models properly.

[19:30:40] [Client thread/WARN]: Unable to load variant: facing=east from primevalforest:lockedChest#facing=east

 

Show your block code and registration code?

 

You could try looking this example project for clues on how to properly register a block with variants

https://github.com/TheGreyGhost/MinecraftByExample

- see example 3 in particular

 

This link is very helpful on learning how to use the debugger, you'll wonder how you ever managed with out it...

http://www.vogella.com/tutorials/EclipseDebugging/article.html

 

-TGG

 

 

 

Posted

Ok.

 

Here is the code of the Client proxy:

 

  Reveal hidden contents

 

 

and the block code:

 

  Reveal hidden contents

 

 

(Don't forget, I have no model and texture created, all textures and models that this block is using are from the normal minecraft chest)

Developer of Primeval Forest.

Posted

Ah.  The problem appears to be that your blockstates is wrong.  It doesn't have the facing variants that it expects to see - you have given your block four facings but the blockstates file doesn't have any of them.

 

Did you look in the links I sent earlier?

 

You need a blockstates file something like

{
    "variants": {
           "facing=north": { "model": "minecraftbyexample:mbe03_block_variants_model_red"},
            "facing=east": { "model": "minecraftbyexample:mbe03_block_variants_model_red", "y": 90 },
           "facing=south": { "model": "minecraftbyexample:mbe03_block_variants_model_red", "y": 180 },
            "facing=west": { "model": "minecraftbyexample:mbe03_block_variants_model_red", "y": 270 },
    }
}

-TGG

Posted

Well, this doesn't help, too. The blockbreak particles are still not working and now I'm getting errors.

 

blockstates: (lockedChest.json)

{
    "variants": {
        "normal": { "model": "minecraft:chest" },
        "facing=north": { "model": "minecraft:chest"},
        "facing=east": { "model": "minecraft:chest", "y": 90 },
        "facing=south": { "model": "minecraft:chest", "y": 180 },
        "facing=west": { "model": "minecraft:chest", "y": 270 }
    }
}

 

and here the log from eclipse (because there is no error/crash log):

 

  Reveal hidden contents

 

Developer of Primeval Forest.

Posted

Ah.

 

I just went to look for the vanilla chest model - there isn't one.  It's drawn using a different rendertype so it has no blockmodel like most other blocks do.  The TileEntitySpecialRenderer renders it instead, so the lid animation can be done properly.

 

--> if you want a block texture for the chest you'll need to make them yourself.  You can find the texture sheet in

("textures/entity/chest/normal.png");

 

-TGG

 

 

 

 

  • 2 weeks later...
Posted

Sorry, that it took so long to reply here, but I had not much time.

 

So, my own block is rendered by the TileEntitySpecialRenderer, too:

 

 

  Reveal hidden contents

 

 

And there I put the texture path to the path of Minecraft. (I tried it with: "textures/entity/chest/normal.png" and with "minecraft:textures/entity/chest/normal.png".)

 

  • Block Texture: works
  • Container Texture: works
  • 3D-Inventory-Rendering: works
  • Block break particle: does not work

 

So any idea what to do to fix it, because I'm no longer really interested in updating my mod to 1.8.... (I have better stuff to do then that, stuff that makes more fun, like working on the Beta for 1.7.10 and on my own small Game)

Developer of Primeval Forest.

Posted

public class MyBlock extends BlockContainer {
  public MyBlock() {
    this.setTextureName("put something here");
  }
}

 

Block break particles are based off the BLOCK's texture.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
  On 1/31/2015 at 9:51 PM, Draco18s said:

public class MyBlock extends BlockContainer {
  public MyBlock() {
    this.setTextureName("put something here");
  }
}

 

Block break particles are based off the BLOCK's texture.

This is 1.8...

Maker of the Craft++ mod.

Posted

Oops, your right. I'm still pretty sure you need a block texture json to indicate the particle texture.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted
  On 1/31/2015 at 7:24 PM, Bektor said:

Sorry, that it took so long to reply here, but I had not much time.

So any idea what to do to fix it, because I'm no longer really interested in updating my mod to 1.8.... (I have better stuff to do then that, stuff that makes more fun, like working on the Beta for 1.7.10 and on my own small Game)

Vanilla's chest gets the break texture through a filthy kludge

BlockModelShapes.getTexture(IBlockState state)
            if (block == Blocks.wall_sign || block == Blocks.standing_sign || block == Blocks.chest || block == Blocks.trapped_chest || block == Blocks.standing_banner || block == Blocks.wall_banner)
            {
                return this.modelManager.getTextureMap().getAtlasSprite("minecraft:blocks/planks_oak");
            }
//.. etc...

 

You can't do that, so I think you need to make a block model for block/cube, give it a "particle": texture.  leave the other sides blank (create an empty texture for them). 

 

-TGG

 

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    • Temu Gutscheincode 100 € RABATT → [acu729640] für die USA im Juli  Spare riesig mit dem Temu Gutscheincode 100 € RABATT → [acu729640] im Juli 2025 Im Juli 2025 bringt Temu unglaubliche Rabatte für seine treuen Kunden mit einem exklusiven Gutscheincode (acu729640), der dir beeindruckende 100 € Rabatt auf deinen Einkauf gewährt. Egal, ob du Neukunde oder Stammkunde bist – du kannst bei einer riesigen Auswahl an Artikeln sparen, darunter Elektronik, Mode, Haushaltswaren und vieles mehr! Jetzt ist der perfekte Zeitpunkt, um satte Rabatte zu genießen und zu erleben, warum Temu eine der führenden globalen E-Commerce-Plattformen ist. Was macht Temu so besonders? Temu ist bekannt für eine riesige Auswahl an trendigen Produkten zu unschlagbaren Preisen. Von den neuesten Technik-Gadgets bis zu stylischer Kleidung und Haushaltsbedarf – hier findest du alles. Außerdem bietet Temu kostenlosen Versand in über 67 Länder, schnelle Lieferung und Rabatte von bis zu 90 % auf ausgewählte Produkte. Mit dem Gutscheincode (acu729640) erhältst du zusätzliche Rabatte! So verwendest du den Temu Gutscheincode (acu729640) im Juli 2025 So nutzt du das 100 €-Angebot mit dem Temu Gutscheincode (acu729640): Registrieren oder Einloggen bei Temu: Ob neu oder bereits Kunde – du musst dich anmelden oder ein Konto erstellen, um den Gutscheincode einzulösen. Durchstöbere die große Temu-Auswahl: Entdecke Temus umfangreiches Produktsortiment – von Haushaltsartikeln, Beauty-Produkten, Mode bis hin zu Hightech-Gadgets. Gutscheincode eingeben (acu729640): Gib den Code im Feld "Promo Code" beim Checkout ein, um die 100 € sofort abzuziehen. Zusätzliche Rabatte sichern: Neben den 100 € Rabatt gibt es bis zu 40 % Rabatt auf ausgewählte Artikel oder kombinierbare Gutscheinpakete. Bestellung abschließen: Überprüfe deinen Warenkorb und schließe die Bestellung ab – inklusive kostenlosem Versand in über 67 Länder! Warum du den Temu Gutscheincode (acu729640) verwenden solltest Der Temu Gutscheincode (acu729640) bietet viele Vorteile – egal ob Neukunde oder Bestandskunde: 100 € Rabatt für Neukunden: Spare 100 € bei deiner ersten Bestellung. 100 € Rabatt für Bestandskunden: Auch wiederkehrende Kunden profitieren mit acu729640 von 100 € Rabatt. 40 % zusätzlicher Rabatt: Auf ausgewählte Produkte gibt es bis zu 40 % zusätzlich. Gratisgeschenk für Neukunden: Neukunden erhalten ein kostenloses Geschenk beim Einsatz des Gutscheins. 100 € Gutscheinpaket: Spare noch mehr mit gebündelten Gutscheinen für Technik, Mode, Haushaltswaren und mehr. Temu Neukunden-Rabatte & Angebote Perfekt für Neueinsteiger! Als Neukunde bekommst du: 100 € Rabatt auf die erste Bestellung mit dem Code (acu729640). Kostenloser Versand in über 67 Länder. Exklusive Promo-Codes je nach Produktkategorie. Zusätzliche Temu Gutscheine speziell für Neukunden im Juli 2025. Temu Gutscheine für Bestandskunden Auch bestehende Kunden gehen nicht leer aus: 100 € Rabatt mit acu729640 auf die nächste Bestellung. 40 % Rabatt auf ausgewählte Produkte in vielen Kategorien. Gutscheinpaket für Bestandskunden, ideal für größere Einkäufe. Weitere Rabattcodes für beliebte Produkte und Aktionen. Neue Temu-Angebote im Juli 2025 Temu überrascht immer wieder mit frischen Angeboten. Im Juli 2025 gibt es: 100 € Rabatt für Neu- und Bestandskunden mit dem Code acu729640. Bis zu 40 % Rabatt auf Elektronik, Beauty, Deko und mehr. Neukunden-Coupons inklusive Gratisgeschenk und Sonderaktionen. Laufend neue Angebote den ganzen Juli über – regelmäßig reinschauen lohnt sich! Spare in verschiedenen Ländern & Kategorien mit Temu Gutscheinen Beispiele, wie Temu-Codes weltweit funktionieren: USA: 100 € Rabatt mit acu729640 auf Bestellungen in den USA. Kanada: Kanadier erhalten 100 € Rabatt bei Erst- oder Folgebestellung. UK: Auch britische Kunden sparen 100 € mit dem Code. Japan: Japanische Kunden erhalten 100 € Rabatt plus Sonderaktionen. Mexiko, Brasilien, Spanien, Deutschland: Bis zu 40 % Rabatt auf ausgewählte Artikel mit acu729640. Fazit Ob neu oder treu – der Temu Gutscheincode (acu729640) bringt dir im Juli 2025 satte Rabatte:  100 € sparen, 40 % auf ausgewählte Artikel und kostenloser Versand weltweit. Temu bietet großartige Preise, eine riesige Auswahl und jede Menge Aktionen. Jetzt zuschlagen: Code acu729640 im Warenkorb eingeben und sparen!  
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