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[1.7.10] Using Fluid textures for a UV map


M4thG33k

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Greetings! I have been dabbling with the TESR to create some interesting blocks and had an idea. Is it possible to use a fluid's texture (either flowing or still) as the UV map for the renderer? For a dumb example, if I wanted a cube to look like flowing water, is there a way for me to get that (animated) texture information into the ResourceLocation variable I'm using for my TESR? Thank you in advance! :-)

Able to differentiate the difference of a sum and an integral.

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I saw that TextureMap.locationBlocksTexture returns a ResourceLocation (of course), but (correct me if I'm wrong), isn't this a giant map of all block textures in the game? How would I tell the renderer which portion of the map I would like to use to do the actual rendering? Thanks.

Able to differentiate the difference of a sum and an integral.

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I really don't see how IIcon is used in this way. I see that you can get the max/min U/V values from an IIcon, but I still don't understand how to use this in conjunction with the TextureMap in order to extract the specific texture desired. Is there a Vanilla class that does this sort of thing that I could look at for more information?

Able to differentiate the difference of a sum and an integral.

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I understand that much, I just can't figure out how to do that. I've been using .obj models for my TESR and using bindTexture(texture) method (where texture is a ResourceLocation). What you're saying is to use the TextureMap.locationsBlockTexture as the aforementioned texture, but then to (somehow) use the IIcon u/v info to limit the domain of the map which is being used correct? If so, I can't figure out how this is done. Is there any example I can learn from?

Able to differentiate the difference of a sum and an integral.

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Maybe I'm not completely clear as to what I'm trying to accomplish: I want my model to be textured with the fluid's texture. I know the fluid's texture is dynamic, but at this point I don't care about having it play its animation when rendered, I just want the entire model to look somewhat like the fluid.

 

As for "draw[ing] the fluid separate from the model", are you implying that I should use the Tessellator to do this? If so, then it's going to be very difficult for me to get my desired effect...

Able to differentiate the difference of a sum and an integral.

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Just thought I should post an update here: I simplified my model to have less than 200 vertices and created a Python script to create Tessellator code from the OBJ file. So, in short, I got what I wanted! I have my model that takes on the (animated) texture of any fluid I choose!

Able to differentiate the difference of a sum and an integral.

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