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[1.12] (Solved) Rendering block layer with full-bright (IBakedModel?)


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Posted (edited)

Hello, I wanted to create a block that has a bright texture layer over a normal texture (the overlay is decided by a blockstate, there are 16 different glyphs), but the current model system does not allow me to ignore lightning, only to turn off shadows, and a TESR seems like a bad idea since it might be used it in big quantities...

I was told an IBakedModel could allow me to turn off lightning for each side, but I do not know how to use it... are there any examples I could use? Or maybe modify the current baked model used to create that block?

 

This is what it looks like:

V9Xryi2.png

However, it does not "shine" when the lights are gone...

R41Nd6o.png

 

Do note that it is not a true overlay, just 2 block models...

{
	"parent": "block/block",
	"elements": [
		{
			"from": [ 0, 0, 0 ],
			"to": [ 16, 16, 16 ],
			"faces": {
				"down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "down" },
				"up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "up" },
				"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "north" },
				"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "south" },
				"west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "west" },
				"east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "east" }
			}
		},
		{
			"from": [ 0, 0, 0 ],
			"to": [ 16, 16, 16 ],
			"faces": {
				"down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "down" },
				"up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "up" },
				"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "north" },
				"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "south" },
				"west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "west" },
				"east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "east" }
			}
		}
	]
}

 

Thank you all :D

 

Edit:

Well, my main concern was being able to render a block with a shiny overlay, so the topic is solved :D

 

Edited by Arekkuusu

Aya Shamelessmaru at your service

Posted
4 hours ago, larsgerrits said:

Try setting the "ambientocclusion" tag to false in your model file.

No, that doesnt work. :(

Spoiler

gtyufih.png

I used this for the model:

Spoiler

{
	"parent": "block/block",
	"elements": [
		{
			"from": [ 0, 0, 0 ],
			"to": [ 16, 16, 16 ],
			"faces": {
				"down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "down" },
				"up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "up" },
				"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "north" },
				"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "south" },
				"west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "west" },
				"east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "east" }
			}
		},
		{
			"from": [ 0, 0, 0 ],
			"to": [ 16, 16, 16 ],
			"ambientocclusion" : "false",
			"faces": {
				"down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "down" },
				"up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "up" },
				"north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "north" },
				"south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "south" },
				"west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "west" },
				"east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "east" }
			}
		}
	]
}

 

I actually did some research and found this:

Git repo

However the items are transparent/dont render (it can be fixed no big deal), the overlay shines wonderfully.

Spoiler

5Am1Kp3.png

LBMTxSY.png

Now I just have to figure out how to make each backed model for each state of my block, and make the items render... heh

 

 

Aya Shamelessmaru at your service

  • 2 years later...

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