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Posted

Is there a way to render a texture layer transparent, even though the texture itself is not transparent? This would really help me in reducing the amount of model files that share almost exactly the same properties. Every time I create a new item variation that has an extra layer, I have to create a new model file for it, and since it's a bow, this means it has to come with three more pulling models as well.

I still haven't published a mod because I can never get that in-dev version just right to warrant a public release. And yes, after two years of mod development I am still learning to speak Java.

 

Follow me on GitHub: https://github.com/yooksi

Contact me on Twitter: https://twitter.com/yooksi

Read my Minecraft blog: https://yooksidoesminecraft.blogspot.de/

Posted

Hi

 

Do you mean transparent as in "it has holes I can see through" - like glass pane, or as in "I can see other things through my textures" - like ice? 

In general the answer is 'no' except in some special cases.

 

You could consider using a dynamic item model to assemble your item from pieces, depending on what type of item it is.

This tutorial project has some examples of that, which you could adapt with a bit of effort.

https://github.com/TheGreyGhost/MinecraftByExample

see MBE15 - you could modify the quads on one of the layers to have a different texture depending on which item is being rendered.

see  also MBE05 for a similar approach combining models together.

 

-TGG

 

 

Posted
  On 10/31/2016 at 1:03 PM, TheGreyGhost said:

Hi

 

Do you mean transparent as in "it has holes I can see through" - like glass pane, or as in "I can see other things through my textures" - like ice? 

In general the answer is 'no' except in some special cases.

 

You could consider using a dynamic item model to assemble your item from pieces, depending on what type of item it is.

This tutorial project has some examples of that, which you could adapt with a bit of effort.

https://github.com/TheGreyGhost/MinecraftByExample

see MBE15 - you could modify the quads on one of the layers to have a different texture depending on which item is being rendered.

see  also MBE05 for a similar approach combining models together.

 

-TGG

 

Thanks for the reply, I will take a look at your example in a moment. I have a feeling though that you're talking about blocks, while I am thinking about items. I know that blocks can have translucent textures, but can items have them too?

I still haven't published a mod because I can never get that in-dev version just right to warrant a public release. And yes, after two years of mod development I am still learning to speak Java.

 

Follow me on GitHub: https://github.com/yooksi

Contact me on Twitter: https://twitter.com/yooksi

Read my Minecraft blog: https://yooksidoesminecraft.blogspot.de/

Posted

Hi

 

Yes items can be translucent too, for example try holding the block of Ice in your hand (ice, not packed ice).  Admittedly, I've never tried to make a translucent item so there may be a trick to it I don't know about.  It might be as simple as making sure your item texture has an alpha channel with reasonable values in it (i.e. alpha blending may be enabled for all items) - to be honest I'm not sure.

 

-TGG

 

 

Posted

Item-items can't be transparent as far as I know.

 

Putting alpha value pixels just causes the engine to perform a clip on them (values above 0.5 are treated as 1, value below as 0).

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
  On 11/1/2016 at 3:31 PM, Draco18s said:

Item-items can't be transparent as far as I know.

 

Putting alpha value pixels just causes the engine to perform a clip on them (values above 0.5 are treated as 1, value below as 0).

 

ItemBlock

s are rendered in exactly the same way as regular

Item

s, including the ability to use translucent textures.

 

You can see an example of this here.

 

iJDMNf8.png

 

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

Then it's changed from when I last fiddled with transparent items

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
  On 11/1/2016 at 8:20 AM, TheGreyGhost said:

Hi

 

Yes items can be translucent too, for example try holding the block of Ice in your hand (ice, not packed ice).  Admittedly, I've never tried to make a translucent item so there may be a trick to it I don't know about.  It might be as simple as making sure your item texture has an alpha channel with reasonable values in it (i.e. alpha blending may be enabled for all items) - to be honest I'm not sure.

 

-TGG

 

I was manage to accomplish what I wanted with a custom item model class, thanks to your example on GitHub. Marking this thread solved.

I still haven't published a mod because I can never get that in-dev version just right to warrant a public release. And yes, after two years of mod development I am still learning to speak Java.

 

Follow me on GitHub: https://github.com/yooksi

Contact me on Twitter: https://twitter.com/yooksi

Read my Minecraft blog: https://yooksidoesminecraft.blogspot.de/

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  | 1.12.2             | WoolToString-1.12.2-1.0.0.jar                 | None                                     |     | L     | zombieawareness          | 1.12.1-1.11.16     | zombieawareness-1.12.1-1.11.16.jar            | None                                     |     | L     | betteranimalsplus        | 9.0.1              | betteranimalsplus-1.12.2-9.0.1.jar            | None                                     |     | L     | orelib                   | 3.6.0.1            | OreLib-1.12.2-3.6.0.1.jar                     | None                                     |     Loaded coremods (and transformers):  DCLoadingPlugin (DummyCoreUnofficial-2.4.112.3.jar)   DummyCore.ASM.DCASMManager HCASM (HammerLib-1.12.2-2.0.6.23.jar)   com.zeitheron.hammercore.asm.HammerCoreTransformer     Profiler Position: N/A (disabled)     Is Modded: Definitely; Server brand changed to 'fml,forge'     Type: Dedicated Server (map_server.txt)
    • Hey! I noticed you're trying to register your alexandrite item and possibly set its resource location manually with setId(...). I wanted to help clarify a few things that might simplify your code and avoid errors. ✅ The issue: You're using setId(...) inside the item registration like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties().useItemDescriptionPrefix() .setId(ResourceKey.create(Registries.ITEM, ResourceLocation.fromNamespaceAndPath(TutorialMod.MOD_ID, "alexandrite"))))); But: Item.Properties does not have a setId(...) method — this line will either fail or do nothing meaningful. useItemDescriptionPrefix() is mostly used for translation keys (like "item.modid.name") but isn't needed unless you have a very specific reason. 🛠 The fix: You only need to register your item like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); Forge automatically handles the ResourceLocation (modid:alexandrite) based on the name passed into .register(...), so there’s no need to manually assign it. 📝 For the texture: Make sure you have this file in your resources: src/main/resources/assets/tutorialmod/models/item/alexandrite.json { "parent": "item/generated", "textures": { "layer0": "tutorialmod:item/alexandrite" } } And your texture PNG goes here: src/main/resources/assets/tutorialmod/textures/item/alexandrite.png 🌍 For the name in-game: Add this to your en_us.json under: src/main/resources/assets/tutorialmod/lang/en_us.json { "item.tutorialmod.alexandrite": "Alexandrite" }   Note: if im wrong about the issues you are encountering, i apologize.
    • 🛠️ Fix for Transparent or Clipping Item Render Issues When Held in First Person (Forge 1.20+) Hey everyone! I recently ran into a frustrating bug while making a custom item (a rocket) for my Forge mod, and I’m sharing the fix because it’s a bit obscure — and it worked wonders. 💥 The Problem: My item rendered semi-transparent and see-through — but only in first person. It also clipped through nearby blocks when held, unlike default items like swords or leads. The texture file was confirmed to be fully opaque (alpha 255), so the issue wasn’t the PNG itself. Interestingly, when no texture was present and the default purple-black checkerboard appeared, the clipping issue disappeared. ✅ The Fix: I ended up resolving it by randomly trying something I found on a Forge forum post about block rendering. I added this property to my item's model JSON — even though it's typically only used for blocks: { "parent": "item/generated", "textures": { "layer0": "farbeyond:item/rocket_item" }, "render_type": "minecraft:cutout" } Boom. That single line forced the item to render using a proper opaque (cutout) layer, removing all the unwanted transparency and clipping behavior in first person. 🙌 Credit: I originally found the "render_type" trick mentioned here, in a block rendering context: 👉 https://forums.minecraftforge.net/topic/149644-1201-help-with-transparent-blocks/ Even though it was meant for blocks, I thought, why not try it on an item? And it worked! Big thanks to the poster — this fix wouldn’t have happened without that tip. Hopefully this helps anyone else stuck on a weird rendering bug like I was. This isn’t a common item solution, so feel free to share it further. I’d love to know if it works for you too.
    • Use Java 21 instead of Java 24   Also make a test without modernfix
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