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Posted

I have an item which has two render passes, and I would like to make the second render pass be full-bright. I did this in 1.7.10 using an IItemRenderer but since that was removed I can't use it. Is there a way to do this with JSON or do have to use some hacky way of doing it? Heres my current JSON file:

 

{
    "parent" : "item/generated",
    "textures" : {
        "layer0" : "EnchantedAura:items/CrystalCircuit",
        "layer1" : "EnchantedAura:items/CrystalCircuitOverlay"
    }
}

Posted

You can still specify a model. 

"model": "item/generated"

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

I tried this and it doesn't work:

 

{
    "parent" : "item/generated",
    "textures" : {
        "layer0" : "EnchantedAura:items/CrystalCircuit",
        "layer1" : "EnchantedAura:items/CrystalCircuitOverlay"
    },
    "display": {
        "firstperson_righthand": {
            "rotation": [ 0, -90, 25 ],
            "translation": [ 1.13, 3.2, 1.13],
            "scale": [ 0.68, 0.68, 0.68 ],
            "shade" : false
        }
    
    }
}

 

What am I doing wrong? (Probably something really stupid)

Posted

Definitely a page I can learn a lot from, but it still doesn't tell me how to apply

shade : false

to the buildin model. I could do this if I could look at builtin/generated.json, but I couldn't find it. Does anyone know where it is? Or is it 'built in' as the name implies?

Posted

Definitely a page I can learn a lot from, but it still doesn't tell me how to apply

shade : false

to the buildin model. I could do this if I could look at builtin/generated.json, but I couldn't find it. Does anyone know where it is? Or is it 'built in' as the name implies?

Check the item model location in minecrafts jar file.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Definitely a page I can learn a lot from, but it still doesn't tell me how to apply

shade : false

to the buildin model. I could do this if I could look at builtin/generated.json, but I couldn't find it. Does anyone know where it is? Or is it 'built in' as the name implies?

 

Yes it does.  It goes inside "elements":{}

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

Ok let me try to explain from the beginning: I have an item, that uses the default item model, and I want to make part of it full-bright. I can't use

shade : false

because that needs to be put in

"elements" : {}

, but my item model is the default item model so I have no

"elements" : {}

. So how do I do this?

Posted
{
    "parent" : "item/generated",
    "textures" : {
        "layer0" : "EnchantedAura:items/CrystalCircuit",
        "layer1" : "EnchantedAura:items/CrystalCircuitOverlay"
    },
    "elements": {
        "shade" : false
    }
}

Posted

When looking at that page I saw this:

 

 

elements: Contains all the elements of the model. They can only have cubic forms. Cannot be set along side

"parent"

.

 

So I don't think I can do this using elements. I think this might be impossible.

Posted

If you are going to read just a small section, you should read it all.

"Loads a different model from the given path, starting in assets/minecraft/models. If both "parent" and "elements" are set, the "elements" tag overrides the "elements" tag from the previous model."

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

I tried this:

 

{
    "parent" : "item/generated",
    "textures" : {
        "layer0" : "EnchantedAura:items/CrystalCircuit",
        "layer1" : "EnchantedAura:items/CrystalCircuitOverlay"
    },
    "elements" : [{
        "shade" : false
    }]
}

 

Still missing texture cube. What am I doing wrong?  (Again, probably something really stupid)

Posted

If you read the quotes it completely overrides the elements tag, you need to go to your minecraft 1.10 jar file and find the item modrl json called generated and copy over its elements.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Unzipped 1.10.jar, searched for generated.json, the only file I found was item/generated which is a child of builtin/generated, which doesn't seem to exist. What do I do? Heres item/generated:

 

{
    "parent": "builtin/generated",
    "display": {
        "ground": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 0, 2, 0],
            "scale":[ 0.5, 0.5, 0.5 ]
        },
        "head": {
            "rotation": [ 0, 180, 0 ],
            "translation": [ 0, 13, 7],
            "scale":[ 1, 1, 1]
        },
        "thirdperson_righthand": {
            "rotation": [ 0, 0, 0 ],
            "translation": [ 0, 3, 1 ],
            "scale": [ 0.55, 0.55, 0.55 ]
        },
        "firstperson_righthand": {
            "rotation": [ 0, -90, 25 ],
            "translation": [ 1.13, 3.2, 1.13],
            "scale": [ 0.68, 0.68, 0.68 ]
        }
    }
}

Posted

I don't think it's possible to do this with the

builtin/generated

model (or models that extend it like

item/generated

), since the quads are automatically generated for each texture layer rather than specified in the model itself.

 

You'll probably need to create a clone of

ItemLayerModel

(the

IModel

used for

builtin/generated

) and its

IBakedModel

/

ICustomModelLoader

that has the option of generating unshaded (fullbright) quads for each texture layer. Although this is called

shade

in the model format, it's controlled by the

BakedQuad#applyDiffuseLighting

field in the code.

 

To control which layers are rendered unshaded, you could either hardcode it for that particular item's needs (i.e. layer 0 is shaded, layer 1 is unshaded) or make your

IModel

implement

IModelCustomData

and specify this using Forge's blockstates format (which can also be used for items, despite the name).

 

To make a block render as fullbright I had to make it emit light in addition to setting

shade

to

false

in the model; I'm not sure if

shade

is all you need for an item model.

 

You could also request that something like this be added to Forge, though I believe the rendering guy (Fry) is currently away. There's also no guarantee that the request will be accepted or implemented immediately.

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

I played around with events and got this:

 

EuU3Idh.png

 

Using this code:

@SubscribeEvent
@SideOnly(Side.CLIENT)
public void onItemFrameRender(RenderItemInFrameEvent event) {
	if (event.getItem().getItem() == EnchantedAura.circuit) {
		Minecraft.getMinecraft().entityRenderer.disableLightmap();
	}
}

 

However because I don't re-enable the light map, this happens:

 

EYJpOXY.png

 

Without the item:

 

vp0UnQl.png

 

Is there something like the old IItemRenderer that would allow me to render layer 0 of my item, turn off the light map, render layer 1 of my item, then turn the light map back on?

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