Posted February 3, 20178 yr I'm having issues getting my animated model to work properly. When the block is placed, the model animates properly however there is an underlying, non-animating black version of it that is rendering within it. I get no console errors. The black version has all of the fan-blades rendered instead of alternating from one set to another. Block Init: Spoiler public class OddmentsBlocks { public static Block kettle; public static Block fan; public static Block flatscreen_tv; public static Block floor_lamp_off; public static Block hot_tub_empty; public static Block led_ceiling_light_off; public static void init() { kettle = new BlockKettle(Material.iron).setUnlocalizedName("kettle"); fan = new BlockFan(Material.rock).setUnlocalizedName("fan"); flatscreen_tv = new BlockFlatscreenTV(Material.iron).setUnlocalizedName("flatscreen_tv"); floor_lamp_off = new BlockFloorLamp(Material.cloth).setUnlocalizedName("floor_lamp_off"); hot_tub_empty = new BlockHotTub(Material.wood).setUnlocalizedName("hot_tub_empty"); led_ceiling_light_off = new BlockLED(Material.glass).setUnlocalizedName("led_ceiling_light_off"); } public static void registerBlocks() { GameRegistry.registerBlock(kettle, kettle.getUnlocalizedName().substring(5)); GameRegistry.registerBlock(fan, fan.getUnlocalizedName().substring(5)); GameRegistry.registerBlock(flatscreen_tv, flatscreen_tv.getUnlocalizedName().substring(5)); GameRegistry.registerBlock(floor_lamp_off, floor_lamp_off.getUnlocalizedName().substring(5)); GameRegistry.registerBlock(hot_tub_empty, hot_tub_empty.getUnlocalizedName().substring(5)); GameRegistry.registerBlock(led_ceiling_light_off, led_ceiling_light_off.getUnlocalizedName().substring(5)); } public static void registerRenders() { registerRender(kettle); registerRender(fan); registerRender(flatscreen_tv); registerRender(floor_lamp_off); registerRender(hot_tub_empty); registerRender(led_ceiling_light_off); } public static void registerRender(Block block) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(Reference.MOD_ID + ":" + block.getUnlocalizedName().substring(5), "inventory")); } } Fan Class: Spoiler public class BlockFan extends Block { public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL); public static final PropertyBool ON = PropertyBool.create("on"); private IBlockState actualState; public BlockFan(Material materialIn) { super(materialIn); this.setCreativeTab(OddmentsMod.tabOddments); this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH).withProperty(ON, false)); } @Override public boolean isOpaqueCube() { return false; } @Override public boolean isFullCube() { return false; } public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer) { return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing()); } protected BlockState createBlockState() { return new BlockState(this, new IProperty[] {FACING, ON}); } public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(FACING, EnumFacing.getHorizontal(meta)); } public int getMetaFromState(IBlockState state) { return ((EnumFacing)state.getValue(FACING)).getHorizontalIndex(); } @Override public IBlockState getActualState(IBlockState state, IBlockAccess world, BlockPos pos) { actualState = state.withProperty(ON, true); return actualState; } public void addCollisionBoxesToList(World worldIn, BlockPos pos, IBlockState state, AxisAlignedBB mask, List<AxisAlignedBB> list, Entity collidingEntity) { this.setBlockBounds(0.3F, 0.25F, 0.2F, 0.7F, 0.875F, 0.75F); super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity); this.setBlockBounds(0.125F, 0.0F, 0.125F, 0.8675F, 0.25F, 0.87F); super.addCollisionBoxesToList(worldIn, pos, state, mask, list, collidingEntity); } public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) { getActualState(state, worldIn, pos); return true; } } Fan Blockstate: Spoiler { "variants": { "facing=north,on=false": {"model": "odm:fan"}, "facing=south,on=false": { "model": "odm:fan", "y": 180 }, "facing=west,on=false": { "model": "odm:fan", "y": 270 }, "facing=east,on=false": { "model": "odm:fan", "y": 90 }, "facing=north,on=true": { "model": "odm:fan_on" }, "facing=south,on=true": { "model": "odm:fan_on", "y": 180 }, "facing=west,on=true": { "model": "odm:fan_on", "y": 270 }, "facing=east,on=true": { "model": "odm:fan_on", "y": 90 } } } Edited February 6, 20178 yr by Branone
February 4, 20178 yr Author Anyone? I haven't been able to figure the problem out and looking this issue up on the internet has also not helped.
February 5, 20178 yr Author Update: After thinking about it, the problem could be to do with the fact that I am only using one blockstate which switches between an animated and non-animated model. Am I allowed to do this, or is that the problem?
February 6, 20178 yr Author Update: Changed the picture to GIF to make the problem easier to understand.
February 6, 20178 yr By default, transparent pixels in textures are rendered black if the opacity is 0%. Otherwise all other pixels are set to 100% opacity. Assuming using 1.11.2, this code will resolve your problem. public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT; } Edit: Goes in your block class Edited February 6, 20178 yr by mr_crayfish
February 6, 20178 yr Author 22 minutes ago, mr_crayfish said: By default, transparent pixels in textures are rendered black if the opacity is 0%. Otherwise all other pixels are set to 100% opacity. Assuming using 1.11.2, this code will resolve your problem. public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT; } Edit: Goes in your block class Thank you so much! I've been looking for an answer for quite some time now, and of all the people I get help from - MrCrayFish himself, the very person I have been watching tutorials of and have received so much inspiration from (assuming you aren't an imposter). Edited February 6, 20178 yr by Branone
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