Posted March 12, 20178 yr i'm making a few water plants. checklist (for others that want to do the same): * material set to water * add LEVEL property (mandatory), you can just ignore it (i have variants too, that one gets saved) * in client proxy, call ModelLoader.setCustomStateMapper to ignore the level property (one line there makes you not worry about level in the blockstate file; solution by choonster) problem: plants look fine when deeper underwater (when there is at least one water source block above it). but when the plant is right below surface, i don't have the surface part (see image). for the model i used the "cross" model. does anyone know what to do? some other modders solved worked around the issue by insisting on one or more water blocks above and breaking the plant if water is for example picked up by a bucket. i would prefer to allow plants to grow right below surface if possible. Edited March 20, 20178 yr by MFMods adding solved tag to title
March 12, 20178 yr 1 hour ago, MFMods said: for the model i used the "cross" model. Well, the 'cross' model doesn't contain a water surface element, so of course it won't be there. You'll need to create a custom model for your plants to give the appearance of the water surface above the plant part. I have a similar water plant which I render using a multi-layer model, if you want to see how I do it: block class, blockstates, cutout model part, translucent model part.
March 13, 20178 yr Author hmm, that would solve my problem; more than one actually. though i might have to bother with states regarding block above. oh well... it's not a perfect solution - you should have used "minecraft:blocks/water_still" instead of your own png because of resource packs. also, i'm concerned as to how it would look in a biome with tinted water (we'll know tomorrow). thanks a lot, friend! you most likely lost many hours on that block. btw, a rice plant that looks like actual rice? i salute thee. (i know, it sounds obvious that it should look like rice, but these days, rice blocks that i find in mods look like peas or kale).
March 20, 20178 yr Author to conclude the thread (for those who need the same thing): jay's model works (mostly) - thanks again, man. as to what else needs to be done, that kinda depends on modder's plans for the plant: * biome tinting does not work... for now, i don't care (i wasn't going to allow either worlgen or seed planting in swamps either way), but if mystcraft gets updated to 1.10+, then i would really care. so, if anyone knows what to do, by all means, share... * bottom ("down") part of the top surface is needed so that we can properly see through the plant upwards diagonally (add a line to the model file). * sides (water texture) are needed if you want plants too look ok in a big glass tank. if you don't care about glass, you can just omit sides and in can-block-stay method disallow it to stay next to non-solid surface blocks (ie. anyting except water material, full cubes and farmland/paths).
March 20, 20178 yr 3 minutes ago, MFMods said: * biome tinting does not work... for now, i don't care (i wasn't going to allow either worlgen or seed planting in swamps either way), but if mystcraft gets updated to 1.10+, then i would really care. so, if anyone knows what to do, by all means, share... Set the tint index for each model face you want to be coloured at runtime and register an IBlockColor for the Block that returns the appropriate colour for each tint index depending on the location. Look at BlockColors for vanilla examples. 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.
March 21, 20178 yr Author well that was easy. thank you choonster for making an effort even though i did not.
July 24, 20178 yr Hey, I'm trying to do a similar thing in my own mod, how do I set the LEVEL property you describe in the first post? At the moment my game crashes whenever I place the block, because it thinks its water due to the material and has nothing set for that.
July 24, 20178 yr Make your own post Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod
July 24, 20178 yr 48 minutes ago, Kokkie said: Make your own post My bad, thought this would be better. Done.
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.