Jump to content

Recommended Posts

Posted

Hey, I've looked at the BlockGrass file for a while now, and I'm trying to replicate the whole colour the block depending on the biome thing.

 

But I've ran into an issue, I'm making a "desire path"  where it's a dirt block trimmed with grass on the top side, (The grass has been worn away) and I'm using the grass_side texture for the sides obviously, but I'm trying to use the "getSideOverlay" method as well as trying to make a "getTopOverlay" method and I don't think either is working, the top and sides of the block are a sickly green.

 

Here's a pastebin of the class code, and a screenshot of the blocks

http://pastebin.com/tX2F6dSQ

http://i.imgur.com/q2Kmvob.png

 

I have both the top layer with dirt and an overlay layer based on the 'grass top' texture

Posted

Long story short: you're going to find this almost impossible.

I don't know how grass actually renders its sides (last I checked, it cheated), but the problem you're seeing has to do with the fact that the color multiplier applies to the whole texture.

Best guess, you could try a transparent overlay texture which has the grass portion and is color multiplied, and the dirt underlay portion which is not.  You'll have to look up two-pass rendering on your own.

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

Long story short: you're going to find this almost impossible.

I don't know how grass actually renders its sides (last I checked, it cheated), but the problem you're seeing has to do with the fact that the color multiplier applies to the whole texture.

Best guess, you could try a transparent overlay texture which has the grass portion and is color multiplied, and the dirt underlay portion which is not.  You'll have to look up two-pass rendering on your own.

 

Yeah, I tried to copy / change the BlockGrass class to meet my needs, but came out a sickly green, I do have an overlay image, and when I place that as the TOP image, it's transparent, but it's the same shade of green as the biome.

 

Thanks for the top of the two-pass rendering, I'll have a look at it a.s.a.p.

 

Thanks! The two pass rendering worked a treat! Not 100% what I was after, but I got it working at least, now I do have at least one major issue, and one slight annoyance.

 

http://i.imgur.com/r3sJtYj.png

As you can see the biome colouring works a treat, but the block / item rendering in my hotbar is messed up, and I don't know how to fix that, and finally the slight annoyance, is that the bottom of the block is still that sickly green.

 

Here is the renderer class, the desire path class and the registry class

 

Thank you again for pointing me in this direction!

Posted

You need to return

true

in

shouldRender3DInInventory

in your renderer, and actually do something in the

renderInventoryBlock

method.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

Posted

As for the bottom: you need to not render the bottom in the second pass.

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.

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

    • on my last computer, i had a similar problem with forge/ neoforge mods but instead them launcher screen was black
    • I am trying to make a mod, all it is, a config folder that tells another mod to not require a dependency, pretty simple right.. well, I dont want whoever downloads my mod to have to download 4 other mods and then decide if they want 2 more that they kinda really need.. i want to make my mod basically implement all of these mods, i really dont care how it does it, ive tried putting them in every file location you can think of, ive downloaded intellij, mcreator, and tried vmware but thats eh (had it from school). I downloaded them in hopes theyd create the correct file i needed but honestly im only more lost now. I have gotten my config file to work, if i put all these mods into my own mods folder and the config file into the config and it works (unvbelievably) but i want to share this to everyone else, lets just say this mod will legitimately get 7M downloads.  I tried putting them in a run folder then having it create all the contents in that for a game (mods,config..etc) then i drop the mods in and all the sudden i cant even open the game, like it literally works with my own world i play on, but i cant get it to work on any coding platform, they all have like built in java versions you cant switch, its a nightmare. I am on 1.20.1 I need Java 17 (i dont think the specific versions of 17 matter) I have even tried recreating the mods i want to implement and deleting import things like net.adamsandler.themodsname and replacing it with what mine is. that only creates other problems, where im at right now is i got the thing to start opening then it crashes, closest ive gotten it, then it just says this  exception in thread "main" cpw.mods.niofs.union.unionfilesystem$uncheckedioexception: java.util.zip.zipexception: zip end header not found caused by: java.util.zip.zipexception: zip end header not found basically saying theres something wrong with my java.exe file, so i tried downloading so many different versions of java and putting them all in so many different spots, nothing, someone online says its just a mod that isnt built right so i put the mod into an editor and bunch of errors came up, id post it but i deleted it on accident, i just need help integrating mods
    • Vanilla 1.16.5 Crash Report [#L2KYKaK] - mclo.gs  
    • Hello, probably the last update, if anyone has the same problem or this can be of any help, the answer was pretty simple, textures started rendering just using a Tesselator instead of a VertexConsumer given by a MultibufferSource and a RenderType, pretty simple
    • Finally circling back to this, and I think all of us were half right.  getChunk() does appear to immediately load the chunk, but what changed between 1.16 and 1.18 is that the list of entities is now stored in the server, not per chunk.  So while it was possible to load a chunk in 1.16 and immediately grab an entity out of it, 1.18 loads the chunk and submits a request to load its entities on the next tick (if I understand correctly).  All this to say, you can immediately access the chunk itself, however you have to wait an additional tick for its entities to load in. In my case what this means is that I do have to set up an interface to wait an additional tick before submitting the request to retrieve the entity.  However, other functions do appear to be available immediately.  Just depends on what you're trying to do. Thank you all for the help! 
  • Topics

×
×
  • Create New...

Important Information

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