Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Featured Replies

Posted

Hey,

I'm working on a mod wich should render a vanilla minecraft block.

I'm trying to use an TESR but I don't know how I can get the block texture I have to bind to.
I'm glad for any response

Edited by WOLFI3654

You don't need a TESR for this. GreyGhost created an example mod of how to use the baked model system to render as another block.

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1

I've even taken this code myself and adapted it to fiddle around with an idea.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
51 minutes ago, Draco18s said:

You don't need a TESR for this. GreyGhost created an example mod of how to use the baked model system to render as another block.

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1

I've even taken this code myself and adapted it to fiddle around with an idea.

Not exactly what I need. I want to have a Block rendering a structure into my world. But for this I Need somehow a way to get a ResourceLocation from a Block and its data

Likely that would be new ResourceLocation(Block#getRegistryName())

 

But then you'd have to load the block's blockstate and model files yourself to try and find textures. Any given block can have as many textures as it wants for as many blockstates as it wants.

 

Alternatively, you can get it's baked quads like so:

 

https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1/CamouflageBakedModel.java#L63-L67

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
33 minutes ago, Draco18s said:

Likely that would be new ResourceLocation(Block#getRegistryName())

Hmm. I've already tried this. But it's not working. And I can't get how to get the texture out of it. I'm sorry :(

Registry name -> Blockstate(s)

Blockstate -> Model(s)

Model -> Texture(s)

 

These are the only valid assumptions you can make. You can't jump from the registry name to a texture. You have to use the registry name (in combination with a StateMapper) to get the blockstate variants from the blockstate file(s). From there you can retrieve a model.

 

Then you need to parse the model for a list of textures

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
5 minutes ago, Draco18s said:

Registry name -> Blockstate(s)

Blockstate -> Model(s)

Model -> Texture(s)

Okay...
First I get the Blockstate I Need with

myBlock = Block.getBlockById(ID) 

and

state = myBlock.getStateFromMeta(META)


after that I can get the Model with

blockModelShapes.getModelForState(state)


But what is the next step? How can I bind a texture for my rendering? there is no method which Looks like it could give me a ResourceLocation

53 minutes ago, WOLFI3654 said:

Okay...
First I get the Blockstate I Need with


myBlock = Block.getBlockById(ID) 

and


state = myBlock.getStateFromMeta(META)

 

You shouldn't be using IDs or metadata directly.

 

54 minutes ago, WOLFI3654 said:

But what is the next step? How can I bind a texture for my rendering? there is no method which Looks like it could give me a ResourceLocation

That gives you an IBakedModel object which is a series of quads. I believe that the texture will be bound for you when you go to render it.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author
2 minutes ago, Draco18s said:

You shouldn't be using IDs or metadata directly.

I'm using the WorldEditAPI to load a schematic and it only serves me with raw types.

 

3 minutes ago, Draco18s said:

That gives you an IBakedModel object which is a series of quads. I believe that the texture will be bound for you when you go to render it.

You're right. There is a List with several BakedQuads. And they have a method which gives you the vertex data.
How should I implement These? and where should I read the list?

 

 

Current code:

Spoiler

private void renderBlock(BaseBlock blocks, Vector vec) {
		WorldRenderer wr = Tessellator.getInstance().getWorldRenderer();
        wr.begin(7, DefaultVertexFormats.POSITION_TEX);
        
//        MinecraftForge
        // Base
        Minecraft mc = Minecraft.getMinecraft();

        BlockRendererDispatcher blockRendererDispatcher = mc.getBlockRendererDispatcher();

        BlockModelShapes blockModelShapes = blockRendererDispatcher.getBlockModelShapes();

        IBakedModel copiedBlockModel = blockModelShapes.getModelForState(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
        copiedBlockModel.getGeneralQuads().get(0).
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation(Block.getBlockById(blocks.getId()).getRegistryName()));
//        Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("minecraft:textures/blocks/"+Block.getStateById(blocks.getId()).getBlock().getUnlocalizedName().substring(5)+".png"));
        // -Z
//        wr.addVertexData(copiedBlockModel.getGeneralQuads().get(0).getVertexData());
        wr.setTranslation(0, 0, -1);
        wr.pos(1.0, 0.0, 0.0).tex(0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +Z
        wr.setTranslation(0, 0, 1);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -X
        wr.setTranslation(-1, 0, 0);
        wr.pos(0.0, 0.0, 0.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +X
        wr.setTranslation(1, 0, 0);
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -Y
        wr.setTranslation(0, -1, 0);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 0.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 0.0).endVertex();
        // +Y
        wr.setTranslation(0, 1, 0);
        wr.pos(1.0, 1.0, 1.0).tex( 0.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex( 1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex( 1.0, 0.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex( 0.0, 0.0).endVertex();
        Tessellator.getInstance().draw();
		
	}

 

 

  • Author
On ‎09‎.‎07‎.‎2017 at 8:17 PM, Draco18s said:

You shouldn't be using IDs or metadata directly.

 

That gives you an IBakedModel object which is a series of quads. I believe that the texture will be bound for you when you go to render it.

 

On ‎09‎.‎07‎.‎2017 at 8:23 PM, WOLFI3654 said:

I'm using the WorldEditAPI to load a schematic and it only serves me with raw types.

 

You're right. There is a List with several BakedQuads. And they have a method which gives you the vertex data.
How should I implement These? and where should I read the list?

 

 

Current code:

  Reveal hidden contents


private void renderBlock(BaseBlock blocks, Vector vec) {
		WorldRenderer wr = Tessellator.getInstance().getWorldRenderer();
        wr.begin(7, DefaultVertexFormats.POSITION_TEX);
        
//        MinecraftForge
        // Base
        Minecraft mc = Minecraft.getMinecraft();

        BlockRendererDispatcher blockRendererDispatcher = mc.getBlockRendererDispatcher();

        BlockModelShapes blockModelShapes = blockRendererDispatcher.getBlockModelShapes();

        IBakedModel copiedBlockModel = blockModelShapes.getModelForState(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
        copiedBlockModel.getGeneralQuads().get(0).
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation(Block.getBlockById(blocks.getId()).getRegistryName()));
//        Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("minecraft:textures/blocks/"+Block.getStateById(blocks.getId()).getBlock().getUnlocalizedName().substring(5)+".png"));
        // -Z
//        wr.addVertexData(copiedBlockModel.getGeneralQuads().get(0).getVertexData());
        wr.setTranslation(0, 0, -1);
        wr.pos(1.0, 0.0, 0.0).tex(0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +Z
        wr.setTranslation(0, 0, 1);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -X
        wr.setTranslation(-1, 0, 0);
        wr.pos(0.0, 0.0, 0.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +X
        wr.setTranslation(1, 0, 0);
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -Y
        wr.setTranslation(0, -1, 0);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 0.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 0.0).endVertex();
        // +Y
        wr.setTranslation(0, 1, 0);
        wr.pos(1.0, 1.0, 1.0).tex( 0.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex( 1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex( 1.0, 0.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex( 0.0, 0.0).endVertex();
        Tessellator.getInstance().draw();
		
	}

 

 

Can you please answer my question or give me a little hint?
I've tried using the BlockModelRenderer but still failing.

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.