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Posted

So honestly, I don't know what is going on here, because in the actual mod being developed, some of the leaves work, and some of them do not. I've trimmed it down to just one leaf block with 4 subtypes, as well as the sapling for it, and put it into a mod called "Test Mod" with the source-code available at https://github.com/61352151511/Test-Mod

 

The client proxy is where all the registering happens. The first thing that happens in preInit is the block is registered by the GameRegistry (Handled by super.preInit()), then it calls this.registerModels() In here the state maps are created, the first argument is used as the .withName, and the following arguments are put into .ignore, and the appropriate suffix of "_leaves" or "_sapling" is added. So in the end it is "red_leaves" and "orange_leaves", etc. up to green. Then the variants are registered, followed by setting the custom state mappers, and then finally registering the model.

 

Here's what is confusing me. In the log as the game is loading, it talks about missing models for all the possible states of rainbowLeafBlock (http://pastebin.com/kBEFh6aR) Shouldn't the part where the state mapper says the properties check_decay, and decayable are ignored, make it not be concerned about those properties, as well as having it look for the appropriate "color_leaves" block state json rather than the rainbowLeaves one? When viewed in the inventory, the leaves look fine, however upon placing they do not work (purple/black texture). I simply want it so that the game loads without spamming model errors, and that when placed, it acts like normal leaves. I've tried referring to vanilla code on how the leaves are done and from what I can tell, I haven't missed anything, but something is obviously wrong, so some help would be appreciated. Thanks.

Posted

It seems that one cannot replace registry name in ResourceLocation with variants on rendering.

Look into the implementation of StateMap.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

I'm still confused, because vanilla does

"this.registerBlockWithStateMapper(Blocks.LEAVES, (new StateMap.Builder()).withName(BlockOldLeaf.VARIANT).withSuffix("_leaves").ignore(new IProperty[] {BlockLeaves.CHECK_DECAY, BlockLeaves.DECAYABLE}).build());"

in registerAllBlocks of BlockModelShapes, and this allows them to have "oak_leaves" and "spruce_leaves" json files. Could you give an example of what you mean.

Posted

I got a mistake there, sorry for that. The State Mapper evaluates the exact location.

In oak leaves case, "oak_leaves" is just compound of "oak" and "_leaves".

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

Posted

Yes, but my question is still unanswered. What am I doing wrong? I have a state mapped that combines the colour "red" and "_leaves" so I don't understand what's wrong. Why it continues to look for a rainbowLeaves json instead of red_leaves. The json is loaded because the item models work. It just fails to use it for the block.

Posted

Ah, sorry for not catching the mistake:

You registered something wrong.

	ModelLoader.setCustomStateMapper(BlockInit.RAINBOW_SAPLING_BLOCK, rainbowLeafStateMap.build());
	ModelLoader.setCustomStateMapper(BlockInit.RAINBOW_SAPLING_BLOCK, rainbowSaplingStateMap.build());

 

I see something duplicated.

I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP)

II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.

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