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Posted

I am working on a mod where custom keys can be registered. These keys have a name and an rgb value. As of now, I have the key item being rendered with custom colors as a mask. I would like to get a "lock" block to render with a color like the key to be more obvious in saying "this is that key's lock". The only issue is that I have no clue on how to do that. There are not quite any tutorials on how to do that. Thank you!

Posted (edited)

I'd assume you're using the IItemColor interface to color your items, correct? If so, there is a corresponding IBlockColor interface that works essentially exactly the same. The main differences are that the method you need to implement is 

colorMultiplier(IBlockState, IBlockAccess, BlockPos, Int)

rather than

getColor(ItemStack, Int)

and instead of registering with

Minecraft.getMinecraft.getItemColors.registerItemColorHandler

you register with 

Minecraft.getMinecraft.getBlockColors.registerBlockColorHandler

Hope that helps!

Edited by tripl3dogdare
  • Like 1
Posted

@tripl3dogdare For the most part, yes. The only issue I am having is this: I only have one texture layer for my model, and as before, cannot find a tutorial to make multiple xD I know you can use `layer0` and `layer1` for items, but for blocks, I have no clue. This is my current model: 

{
  "forge_marker": 1,
  "defaults": {
    "model": "cube",
    "textures": {
      "down": "alutils:blocks/lock_top",
      "up": "alutils:blocks/lock_top",
      "north": "alutils:blocks/lock_side_0",
      "east": "alutils:blocks/lock_side_0",
      "south": "alutils:blocks/lock_side_0",
      "west": "alutils:blocks/lock_side_0"
    }
  },
  "variants": {
    "inventory": [
      {
        "transform": "forge:default-block"
      }
    ],
    "normal": {
      "model": "cube"
    }
  }
}

I am trying to get the sides (north, east, south, and west) to have the mask on it. Thanks!

Posted

@LousyLynx You'll want to look into the "tintindex" parameter in the block model JSON, it defines what tint index (the int in the method signature) the block should be tinted on. Here's a link to the spec for that file: http://minecraft.gamepedia.com/Model#Block_models

  • Thanks 1
Posted

@tripl3dogdare It doesn't seem to be being called. Here is how I have the IBlockColor setup:

Minecraft.getMinecraft().getBlockColors().registerBlockColorHandler(new IBlockColor() {
  @Override
    public int colorMultiplier(IBlockState state, @Nullable IBlockAccess worldIn, @Nullable BlockPos pos, int tintIndex) {
    ALUtils.getLog().info("Tint: " + tintIndex);
    if(tintIndex == 0) {
      Key k = ALConfig.keys.get(state.getBlock().getMetaFromState(state));

      return k.getR() << 16 | k.getG() << 8 | k.getB();
    }

    return -1;
  }
}, ALBlocks.LOCK.getBlock());

And here is the model:

{
    "__comment": "Model generated using MrCrayfish's Model Creator (http://mrcrayfish.com/modelcreator/)",
    "textures": {
        "0": "alutils:blocks/lock_side_0",
        "1": "alutils:blocks/lock_top",
		"2": "alutils:blocks/lock_side_1"
    },
    "elements": [
        {
            "name": "Cube",
            "from": [ 0.1, 0.0, 0.1 ], 
            "to": [ 15.9, 15.8, 15.9 ], 
            "faces": {
                "north": { "texture": "#0", "uv": [ 0.0, 0.0, 15.8, 15.8 ] },
                "east": { "texture": "#0", "uv": [ 0.0, 0.0, 15.8, 15.8 ] },
                "south": { "texture": "#0", "uv": [ 0.0, 0.0, 15.8, 15.8 ] },
                "west": { "texture": "#0", "uv": [ 0.0, 0.0, 15.8, 15.8 ] },
                "up": { "texture": "#1", "uv": [ 0.0, 0.0, 15.8, 15.8 ] },
                "down": { "texture": "#1", "uv": [ 0.0, 0.0, 15.8, 15.8 ] }
            }
        },
        {
            "name": "Cube",
            "from": [ 0.0, 0.0, 0.0 ], 
            "to": [ 16.0, 16.0, 16.0 ], 
            "faces": {
                "north": { "texture": "#2", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "tintindex": 0 },
                "east": { "texture": "#2", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "tintindex": 0 },
                "south": { "texture": "#2", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "tintindex": 0 },
                "west": { "texture": "#2", "uv": [ 0.0, 0.0, 16.0, 16.0 ], "tintindex": 0 },
                "up": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ] },
                "down": { "texture": "#-1", "uv": [ 0.0, 0.0, 16.0, 16.0 ] }
            }
        }
    ]
}

I get no output ("Tint: 0") and the model still has no mask...

Posted

@LousyLynx Hmm... I remember having issues with this myself. Luckily, I just remembered how to fix it, I think! It's definitely true that this is an unusually painful process for blocks, and there's little to no documentation.

 

In your block class, override this method:

getBlockLayer() 

It should return

BlockRenderLayer.CUTOUT

and then the model should work, if I remember right from when I last did this. If it doesn't, let me know - I still have source code laying around, so I can dig though it a bit and see what else is relevant (it's been a month or two since I worked with this, so I don't remember off the top of my head).

Posted

@tripl3dogdare I got it to work. I for some reason did not have my model correctly mapped in my blockstate. And as for making the mask ontop of the original model, I just made the "base" cube slightly smaller than the outer layer, which had the mask. Thanks for your help!

Posted
  On 5/30/2017 at 10:04 PM, LousyLynx said:

@tripl3dogdare I got it to work. I for some reason did not have my model correctly mapped in my blockstate. And as for making the mask ontop of the original model, I just made the "base" cube slightly smaller than the outer layer, which had the mask. Thanks for your help!

Expand  

Glad you got it working!

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