Posted June 19, 20169 yr I have a metal that requires a 2 layer effect for the ingot item, the block item, and the block placed in world. On the first layer I have a coloured texture, on the second I have a mask that is multiplied by a sinusoidal function in my IItemColor and IIBlockColor handlers to get a pulsing effect. The items work great in inventory and as entity items dropped into the world but when I place the block it seems the colour is queried once and then baked in. So the block will only update its colour if a block update is called. Here is the block state JSON and model JSON: { "forge_marker": 1, "defaults": { "model": "mod:cube_tinted_overlay", "textures": { "layer0": "mod:blocks/demongoldblock", "layer1": "mod:blocks/blockmask" }, "transform": "forge:default-block" }, "variants": { "normal": [{}], "inventory": [{}] } } { "textures": { "particle": "#layer0" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "texture": "#layer0", "cullface": "down", "tintindex": 0 }, "up": { "texture": "#layer0", "cullface": "up", "tintindex": 0 }, "north": { "texture": "#layer0", "cullface": "north", "tintindex": 0 }, "south": { "texture": "#layer0", "cullface": "south", "tintindex": 0 }, "west": { "texture": "#layer0", "cullface": "west", "tintindex": 0 }, "east": { "texture": "#layer0", "cullface": "east", "tintindex": 0 } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "texture": "#layer1", "cullface": "down", "tintindex": 1 }, "up": { "texture": "#layer1", "cullface": "up", "tintindex": 1 }, "north": { "texture": "#layer1", "cullface": "north", "tintindex": 1 }, "south": { "texture": "#layer1", "cullface": "south", "tintindex": 1 }, "west": { "texture": "#layer1", "cullface": "west", "tintindex": 1 }, "east": { "texture": "#layer1", "cullface": "east", "tintindex": 1 } } } ] } The block is simple, all it does is override canRenderInLayer to true so that it renders in all layers as I need a solid and translucent pass. I'd like to use the same method I do for the items for the block but not sure how to get it to query the colour each frame. Is there a simple solution to this? If not I'll consider using animations for the ingots and blocks but I like freedom I get with the colour multiplier & mask. Cheers
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