Jump to content

[1.11.2] Rendering an Item based on NBT


Recommended Posts

I'm trying to make an Item that looks like a block (Has the model of a block with 6 same sides).

The Item should have a NBT tag where the block name and meta is stored (like minecraft:log, 2). It then gets the texture of that block that it is in NBT and applies it to its model.

So in the end I will have a Item that looks like any block and changes its texture based on NBT.


How would I go about creating something like this?

Link to comment
Share on other sites

22 hours ago, diesieben07 said:

You will need to write a custom model implementation (using ICustomModelLoader, IModel, IBakedModel and ItemOverrideList) and then bake new models on the fly based on contained block's model.

Oh dear, that sounds really complicated... I don't know why, but all model and rendering stuff seems to be the hardest thing about modding to me. Can you maybe try to explain what each of these elements do, or where I can find a tutorial or sample code? I didn't find any.

Edited by Tschipp
Link to comment
Share on other sites

2 hours ago, diesieben07 said:
  • ICustomModelLoader: Basically what it says on the tin, this is something that knows how to take a model file (from the assets) and read/parse it. For example the OBJ loader knows how to read OBJ files.
  • IModel: A representation of a model's data in code. An IModel cannot be rendered, it merely "knows all the data" about the model, but still allows modification (e.g. retexturing or transformation). This is what's produced from ICustomModelLoader when it loads a model file.
  • IBakedModel: A compact model representation that can be rendered. You obtain this from the IModel and basically it just contains a list of BakedQuads. Every IBakedModel also has an ItemOverrideList associated with it, which allows the model to substitute a different model right before an Item is rendered based on that Item (this is what you need).

As for example, there are quite a few in the Forge codebase.

Thanks, just two more things: How and where do I register all this stuff and can you give me the link to the Forge codebase? I couldn't find it.

Link to comment
Share on other sites

2 minutes ago, diesieben07 said:

You register your ICustomModelLoader in ModelRegistryEvent using ModelLoaderRegistry.registerLoader.


When you set up a MDK workspace you will have Forge as a library available to you. Alternatively you can find the code on Github.

Whoops, I thought you meant acutal examples. 

EDIT: Also, congrats on 5000 rep!

Edited by Tschipp
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.

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.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello. I'm using IntelliJ IDEA and making a mod for Forge 1.20.1 and I'm trying to make a GUI. I found that the Minecraft-related codes are all obfuscated and when setting up the workspace, Gradle did not execute Deobfuscation tasks like createMcpToSrg. Is this normal or a bug? Can anyone help me with this?
    • Hello! I'm trying to get a list of all entries registered in the infusion upgrade registry. Code can be found in github: https://github.com/ChamoisEST/MiningMadness/tree/1.20.1 Registry in common/registries/MMRegistries.java Event that calls the registry is in MiningMadness.java List of registered entries should be called in common/capabilities/infusion/InfusionCapabilityImplementation.java:getActiveInfusions() in the for loop. Is there any way to accomplish that? Thanks in advance!  
    • So, I am trying to create and add tags to my custom damage type, but looks like I made something wrong, since it crashing with error that "cannot register" damage type. Im trying to register it, and in datagen add tags, but it everytime crashing due to not register "grimtales:entropy". Full code there - https://github.com/undertakerJ/Grim-Tales-Forge ModDamageTypes class public class ModDamageTypes { public static final DeferredRegister<DamageType> DAMAGE_TYPES = DeferredRegister.create(Registries.DAMAGE_TYPE, GrimTales.MOD_ID); public static final ResourceKey<DamageType> ENTROPY_KEY = ResourceKey.create(Registries.DAMAGE_TYPE, new ResourceLocation(GrimTales.MOD_ID, "entropy")); public static final RegistryObject<DamageType> ENTROPY = DAMAGE_TYPES.register( "entropy", () -> new DamageType("entropy_effect", DamageScaling.ALWAYS, 1f, DamageEffects.HURT)); // // public static final DamageSource ENTROPY_SOURCE = new DamageSource(Holder.direct(ENTROPY.get())); public static void register(IEventBus eventBus) { DAMAGE_TYPES.register(eventBus); } } Datagen for damageTags public class ModDamageTagsProvider extends DamageTypeTagsProvider { public ModDamageTagsProvider( PackOutput p_270719_, CompletableFuture<HolderLookup.Provider> p_270256_, @Nullable ExistingFileHelper existingFileHelper) { super(p_270719_, p_270256_, GrimTales.MOD_ID, existingFileHelper); } @Override protected void addTags(HolderLookup.Provider pProvider) { this.tag(DamageTypeTags.BYPASSES_INVULNERABILITY).add(ModDamageTypes.ENTROPY_KEY); } } Datagen class it self   @Mod.EventBusSubscriber(modid = GrimTales.MOD_ID, bus = Mod.EventBusSubscriber.Bus.MOD) public class DataGenerators { @SubscribeEvent public static void gatherData(GatherDataEvent event){ DataGenerator generator = event.getGenerator(); PackOutput packOutput = generator.getPackOutput(); ExistingFileHelper helper = event.getExistingFileHelper(); CompletableFuture<HolderLookup.Provider> lookupProvider = event.getLookupProvider(); generator.addProvider(event.includeServer(), new ModDamageTagsProvider(packOutput, lookupProvider, helper)); } } And register class in main class public GrimTales() { IEventBus modEventBus = FMLJavaModLoadingContext.get().getModEventBus(); ModDamageTypes.register(modEventBus); modEventBus.addListener(this::commonSetup); MinecraftForge.EVENT_BUS.register(this); modEventBus.addListener(this::addCreative); }  
    • Looking for a semi-vanilla Minecraft server? Maybe one with keep inventory and land claims? I have one for you! Let me introduce you to Safe Survival! Come on and join us at mc.safesurvival.net. It is bedrock supported too!
    • Hi. I'm trying to play RLCraft with Optifine but my game keeps crashing on startup with Exit Code 1. The modpack was working fine yesterday, not sure what changed to make it not wanna work anymore. I was hoping someone here could help me figure out what's going wrong. If I remove Optifine, nothing changes, I still get the same errors. Thanks in advance. Crash Report (I only included the errors+fatal, I’m not sure if more is needed, please let me know): https://pastebin.ai/66ivknz0f4  
  • Topics

  • Create New...

Important Information

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