Posted January 4, 20187 yr The model in question: https://gist.github.com/Weznon/72a299489ba47f58689538b21138f4ae The blockstate in question: https://gist.github.com/Weznon/95f991cc7baee9db98e08968b79d72e6 The end goal of the block is to have it's orientation change when placed to face the player, and then depending on 3 Boolean values, recolor 3 rectangles on the front block face using overlays. So the front texture is and when a certain boolean is true, the texture on the face of the block will turn to by setting an overlay texture to be a transparent texture with the purple rectangle. When I load the world, I get I believe that the error is in my block model (might be wrong though), since when I changed the inventory variant to use a different block model the block rendered properly in my inventory. I based the JSON off of the following post: I have checked to make sure all the file names/locations are correct. Thank you for the help, I've been stuck on this for a while and I can't figure out what's wrong.
January 4, 20187 yr Post the log. There will always be an error in the log about failed models/textures/blockstates. In addition, I notice that your blockstate has 48 possible states, of which only 16 can be encoded in metadata (i.e. without using a TileEntity). The rest need to be encoded in either world information ("there is a solid block under me") or in a TileEntity. 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.
January 4, 20187 yr Author https://pastebin.com/wkeVU3Mp Here is the log when i start up the client and load a world. The booleans are encoded in a tile entity, and are recovered using an overrided getActualState. Only "facing" is stored in block metadata, the rest is in a tile entity. From looking through the log I don't see any errors, though I only gave it a cursory glance. Edited January 4, 20187 yr by weznon
January 4, 20187 yr Show how you register your models. 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/
January 4, 20187 yr Author package com.weznon.blink.block; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraftforge.fml.common.registry.GameRegistry; import net.minecraftforge.registries.IForgeRegistry; public class ModBlocks { private static BlockHorde blockHorde = new BlockHorde().setCreativeTab(CreativeTabs.MATERIALS); private static BlockCounter blockCounter = new BlockCounter().setCreativeTab(CreativeTabs.MATERIALS); private static BlockTexture blockTexture = new BlockTexture().setCreativeTab(CreativeTabs.MATERIALS); private static BlockTextureFace blockTextureFace = new BlockTextureFace().setCreativeTab(CreativeTabs.MATERIALS); private static BlockBinaryCounter blockBinaryCounter = new BlockBinaryCounter().setCreativeTab(CreativeTabs.MATERIALS); private static BlockTextureBool blockTextureBool = new BlockTextureBool().setCreativeTab(CreativeTabs.MATERIALS); public static void register(IForgeRegistry<Block> registry) { registry.registerAll( blockHorde, blockCounter, blockTexture, blockTextureFace, blockBinaryCounter, blockTextureBool ); GameRegistry.registerTileEntity(blockCounter.getTileEntityClass(), blockCounter.getRegistryName().toString()); GameRegistry.registerTileEntity(blockBinaryCounter.getTileEntityClass(), blockBinaryCounter.getRegistryName().toString()); } public static void registerItemBlocks(IForgeRegistry<Item> registry) { registry.registerAll( blockHorde.createItemBlock(), blockCounter.createItemBlock(), blockTexture.createItemBlock(), blockTextureFace.createItemBlock(), blockBinaryCounter.createItemBlock(), blockTextureBool.createItemBlock() ); } public static void registerModels() { blockHorde.registerItemModel(Item.getItemFromBlock(blockHorde)); blockCounter.registerItemModel(Item.getItemFromBlock(blockCounter)); blockTexture.registerItemModel(Item.getItemFromBlock(blockTexture)); blockTextureFace.registerItemModel(Item.getItemFromBlock(blockTextureFace)); blockBinaryCounter.registerItemModel(Item.getItemFromBlock(blockBinaryCounter)); blockTextureBool.registerItemModel(Item.getItemFromBlock(blockTextureBool)); } } Above is where I do all the registration stuff for blocks @Mod.EventBusSubscriber public static class RegistrationHandler { @SubscribeEvent public static void registerItems(RegistryEvent.Register<Item> event) { ModItems.register(event.getRegistry()); ModBlocks.registerItemBlocks(event.getRegistry()); } @SubscribeEvent public static void registerModels(ModelRegistryEvent event) { ModItems.registerModels(); ModBlocks.registerModels(); } @SubscribeEvent public static void registerBlocks(RegistryEvent.Register<Block> event) { ModBlocks.register(event.getRegistry()); } } Above is RegistrationHandler from my main mod class (Blink.java) I have been following Shadowfacts modding tutorial, thats where i got this method of registering models Source is at https://gitlab.com/weznon/minecraftBlink, just in case I forgot to paste anything. All of the other blocks render properly Edited January 5, 20187 yr by weznon
January 5, 20187 yr Author I did some testing on my own and I I found the problem In my block model JSON, i only had partially filled elements, ie { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" }, } } In this JSON i dont define things to put on the other faces of the block This caused the texture to go bad, you need to have all of the faces filled in. I made a blank texture and used that for all of the sides I do not want an overlay on. { "parent": "block/block", "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "down" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "up" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#base", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#side", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "down" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "up" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay0", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "down" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "up" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay0", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "down" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "up" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay0", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "east" } } } ] } is my blockmodel now and it works, some texture references are incorrect but the gist is there. thank you for the help Edited January 5, 20187 yr by weznon
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