Jump to content

[SOLVED] Render partially transparent block


Jay Avery

Recommended Posts

I have a block with a model which is supposed to look like a water block (partially transparent) with a crop (opaque) inside it. But I can't get it to render how I want it to. When I use the

CUTOUT

BlockRenderLayer

, it looks as expected with the water element fully opaque, obviously:

 

render2.png

 

When I use the

TRANSPARENT

layer, some weird things happen with the different faces of the opaque and transparent elements. The crop is glitched so it doesn't look like it's sticking out of the water the correct amount (which you can see in the opaque render above). The glitch varies depending on what angle you view the block from.

 

render1.png

 

Here is the json file for the model in case that's useful:

 

{
    "textures": {
        "rice": "jjmod:blocks/plants/rice",
        "water": "jjmod:blocks/plants/water",
        "particle": "jjmod:blocks/plants/rice"
    },
    "elements": [
        {   "from": [ 4, 0, 0 ],
            "to": [ 4, 16, 16 ],
            "faces": {
                "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        },
        {   "from": [ 12, 0, 0 ],
            "to": [ 12, 16, 16 ],
            "faces": {
                "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        },
        {   "from": [ 0, 0, 4 ],
            "to": [ 16, 16, 4 ],
            "faces": {
                "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        },
        {   "from": [ 0, 0, 12 ],
            "to": [ 16, 16, 12 ],
            "faces": {
                "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        },
        {   "from": [ 0, 0, 0 ],
            "to": [ 16, 14, 16 ],
            "faces": {
                "down":  { "texture": "#water" },
                "up":    { "texture": "#water" },
                "north": { "texture": "#water" },
                "south": { "texture": "#water" },
                "west":  { "texture": "#water" },
                "east":  { "texture": "#water" }
            }
        }
    ]
}

 

 

Is there anything I can do to fix this, or is it just a limitation of Minecraft's rendering process?

 

Edit: Solved using a

forge:multi-layer

model as Choonster suggested.

 

render3.png

 

In case it helps anyone else, my blockstates file:

 

 

{
    "forge_marker": 1,
    "defaults": {
        "model": "forge:multi-layer",
        "transform": "forge:default-block"
    },
    "variants": {
        "normal": [{
            "custom": {
                "base": "jjmod:test#base",
                "Mipped Cutout": "jjmod:test#base",
                "Translucent": "jjmod:test#trans"
            }
        }],
        "base": [{
            "model": "jjmod:testRice"
        }],
        "trans": [{
            "model": "jjmod:testTranslucent"
        }]
    }
}

 

 

And the two model files, the crop (rendered on the mipped cutout layer):

 

{
    "textures": {
        "rice": "jjmod:blocks/plants/rice",
        "particle": "jjmod:blocks/plants/rice"
    },
    "elements": [
        {   "from": [ 4, 0, 0 ],
            "to": [ 4, 16, 16 ],
            "faces": {
                "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        },
        {   "from": [ 12, 0, 0 ],
            "to": [ 12, 16, 16 ],
            "faces": {
                "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        },
        {   "from": [ 0, 0, 4 ],
            "to": [ 16, 16, 4 ],
            "faces": {
                "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        },
        {   "from": [ 0, 0, 12 ],
            "to": [ 16, 16, 12 ],
            "faces": {
                "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" },
                "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#rice" }
            }
        }
    ]
}

 

 

The water (rendered on the translucent layer):

 

{
    "textures": {
        "water": "jjmod:blocks/plants/water",
        "particle": "jjmod:blocks/plants/water"
    },
    "elements": [
        {   "from": [ 0, 0, 0 ],
            "to": [ 16, 14, 16 ],
            "faces": {
                "down":  { "texture": "#water" },
                "up":    { "texture": "#water" },
                "north": { "texture": "#water" },
                "south": { "texture": "#water" },
                "west":  { "texture": "#water" },
                "east":  { "texture": "#water" }
            }
        }
    ]
}

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://drive.google.com/file/d/1M0EG-c5yfRd08DSnE5HVQNCu2v0YtA7A/view?usp=sharing  
    • so im not sure if your still watching this TileEntity but once we loaded a FTB modpack we wanted to run on the server it no longer seems to run. The console opens like normal but we've been sitting here for like a little over an hour and the server screen has not yet opened. Should we just keep waiting at this point?
    • I have now easily fixed the duplication error present, I was just not looking.   I have been working for the past half hour to try and fix another error present, this time with the Creative Mode Tab.   I have changed some things around to get where I am currently. (ModFoods to ModDrinks*) and it cannot find the symbol ".get" at the end of the code. *The custom class you recommended pOutput.accept(ModDrinks.ORANGE_JUICE.get()); I think the point I am at currently is the closest I have to how it should be but because I am not as experienced with java I would not know.  I have also removed ORANGE_JUICE and LEMON_JUICE from the ModFoods class, to avoid confliction. I do hope all this can be fully resolved soon.  
    • [SOLVED]  public class RenderGUIHandler { @SubscribeEvent public void renderGUI(RenderGameOverlayEvent.Text event){ Client.hud.draw(); } } As I was playing around a little with the code, i found out about an option to change The RenderGameOverlayEvent.Post to RenderGameOverlayEvent.Text
    • public class HUD { public Minecraft mc = Minecraft.getMinecraft(); public static class ModuleComparator implements Comparator<Module>{ @Override public int compare(Module o1, Module o2) { if (Minecraft.getMinecraft().fontRendererObj.getStringWidth(o1.name) > Minecraft.getMinecraft().fontRendererObj.getStringWidth(o2.name)){ return -1; } if (Minecraft.getMinecraft().fontRendererObj.getStringWidth(o1.name) < Minecraft.getMinecraft().fontRendererObj.getStringWidth(o2.name)){ return 1; } return 0; } } public void draw(){ ScaledResolution sr = new ScaledResolution(mc); FontRenderer fr = mc.fontRendererObj; Collections.sort(Client.modules, new ModuleComparator()); GlStateManager.pushMatrix(); GlStateManager.translate(4,4,0); GlStateManager.scale(1.5,1.5,1); GlStateManager.translate(-4, -4, 0); fr.drawString("Skyline", 10, 10, -1); GlStateManager.popMatrix(); int count = 0; for (Module m : Client.modules){ if (!m.toggled || m.name.equals("TabGUI")) continue; int offset = count* (fr.FONT_HEIGHT + 6); GL11.glTranslated(0.0f, 0.0f, -1.0f); Gui.drawRect(sr.getScaledWidth() - fr.getStringWidth(m.name) - 10, offset, sr.getScaledWidth() - fr.getStringWidth(m.name) - 8, 6 + fr.FONT_HEIGHT + offset, -1); Gui.drawRect(sr.getScaledWidth() - fr.getStringWidth(m.name) - 8, offset, sr.getScaledWidth(), 6 + fr.FONT_HEIGHT + offset, 0x90000000); fr.drawString(m.name, sr.getScaledWidth() - fr.getStringWidth(m.name) - 4, offset + 4, -1); count++; } Client.onEvent(new EventRenderGUI()); } } I have just recently stumbled upon this Problem, where the HudRenderer renders the wrong section of the textures and therefore completely destroys the Minecraft Armour and Hunger Bar. I am currently thinking if it is an issue with the DrawRect changing something it shouldn't. But I couldn't find anything about it. (To keep things Clean, the function is Called from another file) public class RenderGUIHandler { @SubscribeEvent public void renderGUI(RenderGameOverlayEvent.Post event){ Client.hud.draw(); } } Any help would be greatly appreciated  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.