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[1.8] Is it possible to "Mix" textures dynamicly at runtime?


techstack

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Hello,

I had an idea for the mod I'm working on that would involve taking the texture from any block in the game game and "Mixing" it with a texture from my mod.

 

Example adding an overlay to make stone look cracked or damaged in some way.

 

It would be from the rendered in my mod's block but I wasn't sure if it would be possible given the blockstates etc. in 1.8 and having textures pre-defined and stored on disk.

 

I understand that the "Mixing" task could be CPU consuming and would probably be best done during start up not during rendering.

 

 

Thougths?

Tech

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AFAIK, you'd need to have a two-pass block.  And I'm not sure how those work in 1.8, due to the way icons are handled now.

 

The first pass would supply the base texture ("stone") and the second pass would supply the overlay (the cracks).

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.

 

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(TextureStitchEvent.Post, perhaps?)

 

I never found a way to get access to the texture sheet when I was poking around with it (1.7.10).  I gave up and used two-pass blocks.

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.

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