Posted July 10, 20169 yr I am working on a mod that adds "rifts" to the game, which I want to look like a 3d crack i that is the exact same color on all faces without shading, lighting, or any visual effects(like a green screen or lapis caelestis). I know this is possible, because I have seen resource packs do it. I actually was working with Diggking before I decided to update, so his post gives a 1.7.10 request with similar details. Note: I am not asking for a model, I used to do resource packs, I am asking for the flat effect. Also note: I am not looking for a barrier-like effect where there is a particle, I know how to do that. Lord Volkihar has requested that I send the following message to everyone who is gifted, intellectually or artistically: We hope that some people could help us share an epic tale of lord Volkihar's achievements and magnificent life. we plan to do this through modern media such as books, games, and mods. For lost details, we are looking for around 5 gallons of Cortexiphan, and some N.Z.T.(around 50 pills) also, if you happen to know how to create a gel with the same density as human flesh, but low viscosity and adhesion, recipes would be appreciated.
July 10, 20169 yr Some pictures of existing effects would 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.
July 11, 20169 yr Author pure colors like this: https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&ved=0ahUKEwiv7o28gerNAhURgx4KHfwWDMYQjRwIBw&url=http%3A%2F%2Fforum.feed-the-beast.com%2Fthreads%2Fwhats-new-in-modded-minecraft-today.39595%2Fpage-176&psig=AFQjCNFQ6xVfunpaFRq3XqTUyLje6tlbuw&ust=1468278336252616 ^halfway down page https://www.google.com/search?q=minecraft+beyond+perception+map&source=lnms&tbm=isch&sa=X&ved=0ahUKEwjogqv2mOrNAhXI1R4KHeHvAx8Q_AUICCgB&biw=1920&bih=971 ^vanilla Minecraft? and would be vastly better If it worked with 3d models. Lord Volkihar has requested that I send the following message to everyone who is gifted, intellectually or artistically: We hope that some people could help us share an epic tale of lord Volkihar's achievements and magnificent life. we plan to do this through modern media such as books, games, and mods. For lost details, we are looking for around 5 gallons of Cortexiphan, and some N.Z.T.(around 50 pills) also, if you happen to know how to create a gel with the same density as human flesh, but low viscosity and adhesion, recipes would be appreciated.
July 11, 20169 yr Ok, yeah. What you're looking for is "fullbright." There should be a way to specify this in the block model file, though I don't know what it is. 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.
July 11, 20169 yr This can be achieved by setting "shade" to false for each model element (see the wiki) and making the block emit light. You can see an example of this here: Block , model Screenshots: With UI: Without UI: 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.
July 11, 20169 yr Author I just tried that method, and for some reason, the texture is not working, and it is emitting light, but the purple is still shaded. Lord Volkihar has requested that I send the following message to everyone who is gifted, intellectually or artistically: We hope that some people could help us share an epic tale of lord Volkihar's achievements and magnificent life. we plan to do this through modern media such as books, games, and mods. For lost details, we are looking for around 5 gallons of Cortexiphan, and some N.Z.T.(around 50 pills) also, if you happen to know how to create a gel with the same density as human flesh, but low viscosity and adhesion, recipes would be appreciated.
July 11, 20169 yr Post your code, blockstates file, model and FML log. 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.
July 11, 20169 yr Author If I set model to a normal model, it uses the normal model, by the way. http://pastebin.com/q7xTuMjT Lord Volkihar has requested that I send the following message to everyone who is gifted, intellectually or artistically: We hope that some people could help us share an epic tale of lord Volkihar's achievements and magnificent life. we plan to do this through modern media such as books, games, and mods. For lost details, we are looking for around 5 gallons of Cortexiphan, and some N.Z.T.(around 50 pills) also, if you happen to know how to create a gel with the same density as human flesh, but low viscosity and adhesion, recipes would be appreciated.
July 11, 20169 yr You didn't post your FML log. In future, please upload each file as a separate Pastebin paste or separate files in a Gist. I suspect the issue is that you're referencing the all texture from another texture in the same model, Minecraft will have logged a warning telling you about this ("Unable to resolve texture due to upward reference"). Either create a separate model that extends this one and specify the all texture there or specify it in the blockstates file using Forge's blockstates format (like I do here). Never use unlocalised names for anything other than translation/display purposes. They're not unique and can change at any time. The default model loaded for every Item is the one with its registry name ( IForgeRegistryEntry#getRegistryName ), so use this as the default domain and path of the ModelResourceLocation when registering your models. You should also be using ModelLoader.setCustomModelResourceLocation / setCustomMeshDefinition in preInit instead of ItemModelMesher#register and registering your models in a dedicated client-only class. 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.
July 11, 20169 yr Author I don't quite understand the last part, but using the forge blockstates and registry name fixed it! Lord Volkihar has requested that I send the following message to everyone who is gifted, intellectually or artistically: We hope that some people could help us share an epic tale of lord Volkihar's achievements and magnificent life. we plan to do this through modern media such as books, games, and mods. For lost details, we are looking for around 5 gallons of Cortexiphan, and some N.Z.T.(around 50 pills) also, if you happen to know how to create a gel with the same density as human flesh, but low viscosity and adhesion, recipes would be appreciated.
July 11, 20169 yr I don't quite understand the last part, but using the forge blockstates and registry name fixed it! Instead of calling Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item, int, ModelResourceLocation) in init, call ModelLoader.setCustomModelResourceLocation in preInit (it takes the same arguments). Instead of registering models in your ModBlocks class, create a class that registers models and does nothing else; then call it from your client proxy. 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.
July 12, 20169 yr Author Oh, ok... I saw saw that it required an item, and kind of gave up assuming I did it wrong, even though the other did, too. I am also trying to randomly generate these blocks, and everything is working except world.setbock and getblock have been removed. Is there a simple replacement? Lord Volkihar has requested that I send the following message to everyone who is gifted, intellectually or artistically: We hope that some people could help us share an epic tale of lord Volkihar's achievements and magnificent life. we plan to do this through modern media such as books, games, and mods. For lost details, we are looking for around 5 gallons of Cortexiphan, and some N.Z.T.(around 50 pills) also, if you happen to know how to create a gel with the same density as human flesh, but low viscosity and adhesion, recipes would be appreciated.
July 12, 20169 yr Oh, ok... I saw saw that it required an item, and kind of gave up, even though the other did, too. I am also trying to randomly generate these blocks, and everything is working except world.setbock and getblock have been removed. Is there a simple replacement? Block and metadata arguments/return values have been replaced by IBlockState arguments/return values, World#getBlock and World#setBlock have been replaced by World#getBlockState and World#setBlockState . You can use Block#getDefaultState to get a Block 's default IBlockState . You can chain IBlockState#withProperty calls to get an IBlockState with each property set to the appropriate value. You can read an introduction to block states here. 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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