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Posted

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.

giphy.gif

 

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 by Branone

  • Author

Anyone? I haven't been able to figure the problem out and looking this issue up on the internet has also not helped.

  • 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?

  • Author

Update:

Changed the picture to GIF to make the problem easier to understand. 

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 by mr_crayfish

  • 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 by Branone

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