Posted October 6, 20177 yr Hi, I've got the problem that I've got some JSON model for my block. This model is actually based on submodels to be displayed correctly. Having said that, the base model is a normal cube, just smaller. The submodel extends the base model to one side until it reaches the end of the block. However, with this setup I've got the following problems: How to display a model with it's submodel in inventory? How can I properly align my models to my set collision boxes, as currently it always fails to match on one side (especially the ending points of a cable connection) How can I move the submodel around, as I would have to move it around (I guess) to be always on the correct side of the block, like on the west side or the top side or the south side or the east side etc. The code: Spoiler public class BlockCable extends Block { /** Whether this fence connects in the northern direction */ public static final PropertyBool NORTH = PropertyBool.create("north"); /** Whether this fence connects in the eastern direction */ public static final PropertyBool EAST = PropertyBool.create("east"); /** Whether this fence connects in the southern direction */ public static final PropertyBool SOUTH = PropertyBool.create("south"); /** Whether this fence connects in the western direction */ public static final PropertyBool WEST = PropertyBool.create("west"); // TODO: up and down private static final AxisAlignedBB BOX_CENTER = new AxisAlignedBB(.25d, .25d, .25d, .75d, .75d, .75d); private static final AxisAlignedBB BOX_DOWN = new AxisAlignedBB(.25d, 0d, .25d, .75d, .25d, .75d); private static final AxisAlignedBB BOX_UP = new AxisAlignedBB(.25d, .75d, .25d, .75d, 1d, .75d); private static final AxisAlignedBB BOX_NORTH = new AxisAlignedBB(.25d, .25d, 0d, .75d, .75d, .25d); private static final AxisAlignedBB BOX_SOUTH = new AxisAlignedBB(.25d, .25d, .75d, .75d, .75d, 1); private static final AxisAlignedBB BOX_WEST = new AxisAlignedBB(0d, .25d, .25d, .25d, .75d, .75d); private static final AxisAlignedBB BOX_EAST = new AxisAlignedBB(.75d, .25d, .25d, 1d, .75d, .75d); // TODO: remove unused code private static final AxisAlignedBB[] BOX_FACES = { BOX_DOWN, BOX_UP, BOX_NORTH, BOX_SOUTH, BOX_WEST, BOX_EAST }; public BlockCable() { super(Material.IRON); this.setHardness(.25f); this.setResistance(3f); this.setDefaultState(this.blockState.getBaseState().withProperty(NORTH, false).withProperty(EAST, false).withProperty(SOUTH, false).withProperty(WEST, false)); this.setCreativeTab(ModCreativeTabs.mcpowerTab); } @Override public boolean isFullCube(IBlockState state) { return false; } @Override public boolean isFullBlock(IBlockState state) { return false; } @Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, Entity entityIn, boolean p_185477_7_) { Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_CENTER); if(state.getValue(NORTH)) { Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_NORTH); return; } else if(state.getValue(EAST)) { Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_EAST); return; } else if(state.getValue(WEST)) { Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_WEST); return; } else if(state.getValue(SOUTH)) { Block.addCollisionBoxToList(pos, entityBox, collidingBoxes, BOX_SOUTH); return; } } @Override public IBlockState getActualState(IBlockState state, IBlockAccess worldIn, BlockPos pos) { return state.withProperty(NORTH, this.canCableConnectTo(worldIn, pos, EnumFacing.NORTH)) .withProperty(EAST, this.canCableConnectTo(worldIn, pos, EnumFacing.EAST)) .withProperty(WEST, this.canCableConnectTo(worldIn, pos, EnumFacing.WEST)) .withProperty(SOUTH, this.canCableConnectTo(worldIn, pos, EnumFacing.SOUTH)); } private boolean canCableConnectTo(IBlockAccess worldIn, BlockPos pos, EnumFacing facing) { return worldIn.getBlockState(pos.offset(facing)).getBlock() == ModBlocks.cable || worldIn.getBlockState(pos.offset(facing)).getBlock() == ModBlocks.transfer; } @Override public int getMetaFromState(IBlockState state) { return 0; } @Override protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {NORTH, EAST, WEST, SOUTH}); } Cable.json (blockstate) { "forge_marker": 1, "defaults": { "model": "justanotherenergy:cable_base", "textures": { "all": "justanotherenergy:blocks/cable" } }, "variants": { "north": { "true": { }, "false": { } }, "east": { "true": { }, "false": { } }, "south": { "true": { }, "false": { } }, "west": { "true": { "submodel": "justanotherenergy:cable_side", "y": 90 }, "false": { } }, "inventory": [{ "transform": "forge:default-block" }] } } cable base (base model) { "textures": { "particle": "justanotherenergy:blocks/cable" }, "elements": [ { "from": [ 4, 4, 4 ], "to": [ 12, 12, 12 ], "faces": { "down": { "texture": "#all" }, "up": { "texture": "#all" }, "north": { "texture": "#all" }, "south": { "texture": "#all" }, "west": { "texture": "#all" }, "east": { "texture": "#all" } } } ] } cable side (submodel) { "textures": { "all": "justanotherenergy:blocks/cable" }, "elements": [ { "from": [ 4, 4, 0 ], "to": [ 12, 12, 4 ], "faces": { "down": { "texture": "#all" }, "up": { "texture": "#all" }, "north": { "texture": "#all" }, "south": { "texture": "#all" }, "west": { "texture": "#all" }, "east": { "texture": "#all" } } } ] } Thx in advance. Bektor Edited October 8, 20177 yr by Bektor Developer of Primeval Forest.
October 6, 20177 yr 1) are you wanting to rotate the model or have multiple connections possible? Think the variants need to account for each possible, so "north=false,south=false,west=false,east=false"->say center model, "north=true,south=false,west=false,east=false" -> different model., "north=true,south=true,east=false,west=false" -> different model ... so if that is desired, you need to account for all possible combos and point each one at different model. 1) If rotating: use the FACING property in your class, instead of a bool for each direction, unless it was going to have multiple directions possible, but your addcollisionbox function only allows a single direction. 2) you need a conversion for the blockstate metas (getStateFromMeta(int) & getMetaFromState(IBlockState) 3) if you are just rotating the model, easier, just rotate the model in the y. here is code from a rope that I made that rotates and moves the collision around public class BlockRope extends BlockBase{ public static final PropertyDirection FACING = BlockHorizontal.FACING; public static final PropertyBool TOP=PropertyBool.create("top"); protected static final AxisAlignedBB BASE_AABB_TOP = new AxisAlignedBB(0, 0.0D, 0D, 1D, 0.25D, 1D); protected static final AxisAlignedBB BASE_AABB_NORTH = new AxisAlignedBB(.4D, 0.0D, 0D, .6D, 1D, .2D); protected static final AxisAlignedBB BASE_AABB_SOUTH = new AxisAlignedBB(.4D, 0.0D, .8D, .6D, 1D, 1D); protected static final AxisAlignedBB BASE_AABB_EAST = new AxisAlignedBB(.8D, 0.0D, .4D, 1D, 1D, .6D); protected static final AxisAlignedBB BASE_AABB_WEST = new AxisAlignedBB(0D, 0.0D, .4D, .2D, 1D, .6D); public BlockRope() { super(Material.CLOTH, "rope",false); this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH).withProperty(TOP, true)); this.setHardness(2F); } @Override public boolean isSideSolid(IBlockState base_state, IBlockAccess world, BlockPos pos, EnumFacing side) { if(base_state.getValue(TOP)==true){ return false; } return true; } @Override public IBlockState getStateFromMeta(int meta) { int adjust=meta>>1; EnumFacing enumfacing = EnumFacing.getFront(adjust); if (enumfacing.getAxis() == EnumFacing.Axis.Y) { enumfacing = EnumFacing.NORTH; } int top=meta&1; boolean tb=false; if(top==1){ tb=true; } return this.getDefaultState().withProperty(FACING, enumfacing).withProperty(TOP, tb); } @Override public int getMetaFromState(IBlockState state) { boolean top=state.getValue(TOP); EnumFacing facing=state.getValue(FACING); int meta=((EnumFacing)state.getValue(FACING)).getIndex(); meta=meta<<1; if(top){ meta+=1; } return meta; } @Override public AxisAlignedBB getBoundingBox(IBlockState state, IBlockAccess source, BlockPos pos) { if(state.getValue(TOP)==true){ return BASE_AABB_TOP; } switch(state.getValue(FACING)){ case EAST: return BASE_AABB_EAST; case NORTH: return BASE_AABB_NORTH; case SOUTH: return BASE_AABB_SOUTH; case WEST: return BASE_AABB_WEST; default: break; } return BASE_AABB_TOP; } @Override public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, Entity entityIn, boolean p_185477_7_) { if(state.getValue(TOP)==true){ addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_TOP); } else{ switch(state.getValue(FACING)){ case NORTH: addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_NORTH); break; case SOUTH: addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_SOUTH); break; case EAST: addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_EAST); break; case WEST: addCollisionBoxToList(pos, entityBox, collidingBoxes, BASE_AABB_WEST); default: break; } } } hope that helps. { "variants": { "facing=north,top=true": { "model": "dadmod:rope_top" }, "facing=east,top=true": { "model": "dadmod:rope_top", "y": 90 }, "facing=south,top=true": { "model": "dadmod:rope_top", "y": 180 }, "facing=west,top=true": { "model": "dadmod:rope_top", "y": 270 }, "facing=north,top=false": { "model": "dadmod:rope_side" }, "facing=east,top=false": { "model": "dadmod:rope_side", "y": 90 }, "facing=south,top=false": { "model": "dadmod:rope_side", "y": 180 }, "facing=west,top=false": { "model": "dadmod:rope_side", "y": 270 } } } Edited October 6, 20177 yr by aw_wolfe
October 7, 20177 yr Author 22 hours ago, aw_wolfe said: 1) are you wanting to rotate the model or have multiple connections possible? I want the submodel to extend the base model to have connections between blocks. Basically think about Minecraft fences. They got one base model and one submodel (except that they don't define it as submodel). My problem is now, to place the submodel at the right position of the base model for the correct connection. The difference however is that Minecraft uses multipart while I am using submodels to achieve the same effect. 22 hours ago, aw_wolfe said: but your addcollisionbox function only allows a single direction. Hm... how could I solve this the most efficient way? 22 hours ago, aw_wolfe said: hope that helps. { "variants": { "facing=north,top=true": { "model": "dadmod:rope_top" }, "facing=east,top=true": { "model": "dadmod:rope_top", "y": 90 }, "facing=south,top=true": { "model": "dadmod:rope_top", "y": 180 }, "facing=west,top=true": { "model": "dadmod:rope_top", "y": 270 }, "facing=north,top=false": { "model": "dadmod:rope_side" }, "facing=east,top=false": { "model": "dadmod:rope_side", "y": 90 }, "facing=south,top=false": { "model": "dadmod:rope_side", "y": 180 }, "facing=west,top=false": { "model": "dadmod:rope_side", "y": 270 } } } The only problem with this code is that it replaced the whole model while I don't want the model to be replaced, but another model (submodel) beeing added to it. Edited October 7, 20177 yr by Bektor Developer of Primeval Forest.
October 7, 20177 yr ok, so not just a rotation, but why doesn't the fence functionality work for you? I guess I don't understand why the multipart doesn't work for what you want. (not saying it should, just that I'm not understanding based on what I think you are trying to do) here is the json for a fence blockstate { "multipart": [ { "apply": { "model": "acacia_fence_post" }}, { "when": { "north": "true" }, "apply": { "model": "acacia_fence_side", "uvlock": true } }, { "when": { "east": "true" }, "apply": { "model": "acacia_fence_side", "y": 90, "uvlock": true } }, { "when": { "south": "true" }, "apply": { "model": "acacia_fence_side", "y": 180, "uvlock": true } }, { "when": { "west": "true" }, "apply": { "model": "acacia_fence_side", "y": 270, "uvlock": true } } ] } it has a center (fence post), then applies mulitpart models based on north,east,south,west. This give you your center, with fences/connections in the different directions base on setting the blockstate PropertyBool (north, south, east, west). Each direction could be a different model. If you want different images/icons for the item in inventory based on what connections the blockstate had, then I think you need to create a custom Item that holds the data. Can transfer when block breaks into the entityitem. And then create the proper blockstate upon placement. The item then can set the icon based on the subitem...haven't done that in a while, so not 100% that is best route, but quick search should resovle that. For the collision boxes, if more than 1 direction possible, then don't use if/else if/else if/else because only 1 will get selected. Use multiple ifs if(north==true) //add north collision if(south==true) //add south collision etc..
October 7, 20177 yr Author 10 minutes ago, aw_wolfe said: I guess I don't understand why the multipart doesn't work for what you want. (not saying it should, just that I'm not understanding based on what I think you are trying to do) I never tried it with multipart. I don't even know what's the difference between multipart and the submodel stuff is. I just read about the submodels in the Forge documentation and then applied it to my block even before I looked at other JSONs like the one from the fences. Developer of Primeval Forest.
October 7, 20177 yr I'd try the multipart. the fence gives a pretty good example (and simple) to follow and seems it would cover the functionality. If you get to the point when it doesn't, then see if workaround or if need to go to submodel
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