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Posted

I'm trying to create a mod that would create a texture for some of its blocks by recoloring a colorless base file. After some research on the problem I found out that it is impossible to do it at any moment, but it maybe could be done while reloading textures (loading the game / changing resource pack)?

 

E.g. a "generic dust" block. The mod would scan for all registered items for dust items (e.g. gold dust from IC2) and register a corresponding dust block. Later, when textures are loaded, this block would take some base grayscale texture, get the average color of dust's current texture, recolor the base texture (in RAM) and set the result as its texture.

 

Can that be done as explained, or should I use renderers (client lag++)?

Thanks in advance.

Posted

I'm trying to create a mod that would create a texture for some of its blocks by recoloring a colorless base file. After some research on the problem I found out that it is impossible to do it at any moment, but it maybe could be done while reloading textures (loading the game / changing resource pack)?

 

E.g. a "generic dust" block. The mod would scan for all registered items for dust items (e.g. gold dust from IC2) and register a corresponding dust block. Later, when textures are loaded, this block would take some base grayscale texture, get the average color of dust's current texture, recolor the base texture (in RAM) and set the result as its texture.

 

Can that be done as explained, or should I use renderers (client lag++)?

Thanks in advance.

Posted

It's not impossible.

http://www.minecraftforge.net/forum/index.php/topic,35760.msg188249.html#msg188249

That class takes a base icon (e.g. minecraft:stone) and combines it with a colored, transparent overlay (e.g.  minecraft:stained_glass_pane).

 

You'd only be interested in the overlay and colorization parts, so you can drop the base icon portion.  Do be aware that if you screw something up inside the

load

method, the stack trace will be borderline useless, as there is no error handling for custom texture loading.  You will be on your own and I will not endeavor to help.

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

It's not impossible.

http://www.minecraftforge.net/forum/index.php/topic,35760.msg188249.html#msg188249

That class takes a base icon (e.g. minecraft:stone) and combines it with a colored, transparent overlay (e.g.  minecraft:stained_glass_pane).

 

You'd only be interested in the overlay and colorization parts, so you can drop the base icon portion.  Do be aware that if you screw something up inside the

load

method, the stack trace will be borderline useless, as there is no error handling for custom texture loading.  You will be on your own and I will not endeavor to help.

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

If you're just recolouring a greyscale texture with a single colour, you don't need to generate a texture. Simply override

Block#getBlockColor

,

Block#getRenderColor

and

Block#colorMultiplier

.

 

If the colour should be determined at runtime, store it in a field.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted

If you're just recolouring a greyscale texture with a single colour, you don't need to generate a texture. Simply override

Block#getBlockColor

,

Block#getRenderColor

and

Block#colorMultiplier

.

 

If the colour should be determined at runtime, store it in a field.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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