BeardlessBrady Posted May 7, 2017 Posted May 7, 2017 I'm trying my best to understand and learn how to mess around with quads and I've finally found a way to manipulate them which is great. Only problem is there's a big black box around item models when I'm messing with them, any idea how to remove that? https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.11.2/src/main/java/gunn/modcurrency/mod/client/model/BakedModelVending.java#L47-L61 Quote
Choonster Posted May 7, 2017 Posted May 7, 2017 You should only include the item quads for the TRANSLUCENT render layer, this should ensure they're rendered with transparency enabled. You can get the current render layer using MinecraftForgeClient.getRenderLayer. The "flip-v" custom data property (in the blockstates file) is only used by ObjModel, it does nothing for any other type of model. 1 Quote 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.
BeardlessBrady Posted May 7, 2017 Author Posted May 7, 2017 Where am I supposed to check 'MinecraftForgeClient.getRenderLayer' as if I check it in the eventHandler or in the getQuads method of the model It just returns null Quote
BeardlessBrady Posted May 8, 2017 Author Posted May 8, 2017 Just not sure where I'm supposed to check the render layer Quote
Choonster Posted May 8, 2017 Posted May 8, 2017 You should be able to check it in your implementation of IBakedModel#getQuads, that's what MultiLayerModel does. It will be null when the model isn't being rendered in the world (e.g. when it's rendered as an item). Quote 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.
BeardlessBrady Posted May 8, 2017 Author Posted May 8, 2017 (edited) Im realizing this is probably the wrong way to add item models to a block model. Should I not be doing this through the ModelBakeEvent? Edited May 8, 2017 by BeardlessBrady Quote
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