Posted June 26, 20178 yr 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: However, it does not "shine" when the lights are gone... 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 Edit: Well, my main concern was being able to render a block with a shiny overlay, so the topic is solved Edited June 27, 20178 yr by Arekkuusu Aya Shamelessmaru at your service
June 26, 20178 yr Try setting the "ambientocclusion" tag to false in your model file. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
June 26, 20178 yr Author 4 hours ago, larsgerrits said: Try setting the "ambientocclusion" tag to false in your model file. No, that doesnt work. Spoiler 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 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
September 5, 20196 yr @Arekkuusu Could you post the solution please? as the referenced code was removed
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