Posted March 17, 20187 yr Hi all, I'm trying to have a block that renders with two textures on each side, a background layer and an overlay that's a partly-transparent PNG. From what i read online I figured this should work: Base model: { "parent": "block/block", "textures": { "overlay": "millenaire:blocks/source_overlay", "particle": "#block" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "texture": "#sourceblock", "cullface": "down" }, "up": { "texture": "#sourceblock", "cullface": "up" }, "north": { "texture": "#sourceblock", "cullface": "north" }, "south": { "texture": "#sourceblock", "cullface": "south" }, "west": { "texture": "#sourceblock", "cullface": "west" }, "east": { "texture": "#sourceblock", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "texture": "#overlay", "cullface": "down" }, "up": { "texture": "#overlay", "cullface": "up" }, "north": { "texture": "#overlay", "cullface": "north" }, "south": { "texture": "#overlay", "cullface": "south" }, "west": { "texture": "#overlay", "cullface": "west" }, "east": { "texture": "#overlay", "cullface": "east" } } } ] } And the actual model: { "parent": "millenaire:block/source", "textures": { "sourceblock": "minecraft:blocks/stone_granite" } } (The intention being that the overlay is always the same, but the background texture can change for different blocks) In practice all that shows my overlay on a white background, despite it being a PNG with a transparent background. Any ideas? Thanks! http://www.millenaire.org/img/dynamicsig.png[/img]
March 17, 20187 yr Minecraft renders blocks with transparency disabled by default, you need to tell it to render your block in a different layer to use transparent textures. Do this by overriding Block#getBlockLayer to return CUTOUT, CUTOUT_MIPPED, or TRANSLUCENT as appropriate. The Grey Ghost explains the difference between the layers here. Grass (BlockGrass) uses a model like this with CUTOUT_MIPPED. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
March 17, 20187 yr Author Thanks, that works! However, that means that blocks rendered that way have the performance cost of partly-transparent blocks even if they are actually totally opaque? http://www.millenaire.org/img/dynamicsig.png[/img]
March 17, 20187 yr 1 minute ago, Kinniken said: Thanks, that works! However, that means that blocks rendered that way have the performance cost of partly-transparent blocks even if they are actually totally opaque? I believe so, yes. I'm not sure if it makes much difference, Minecraft uses Grass everywhere and the game still manages to run. You can also use a multi-layer model (forge:multi-layer) that renders a model with the opaque base texture in the SOLID layer and another model with the transparent overlay texture in the CUTOUT_MIPPED layer; but this is probably overkill for a simple model like this. This requires overriding Block#canRenderInLayer to return true for the layers that the block can render in. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
March 17, 20187 yr Author Good point about grass... Another small thing, I have it in place and it works fine, however I'm running a 64x texture pack. For some blocks, it's taking the texture from the pack, for some, it's taking the Minecraft one. For example, this one uses the 16x texture: { "parent": "millenaire:block/source", "textures": { "sourceblock": "minecraft:blocks/stone" } } And this one the 64x one: { "parent": "millenaire:block/source", "textures": { "sourceblock": "minecraft:blocks/gravel" } } Whether the overlay is 16x or 64x from a custom resource pack doesn't seem to make any difference. Edited March 17, 20187 yr by Kinniken http://www.millenaire.org/img/dynamicsig.png[/img]
March 17, 20187 yr Does the resource pack definitely provide the minecraft:blocks/stone texture? Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
March 17, 20187 yr Author I guess I should have posted this instead http://www.millenaire.org/img/dynamicsig.png[/img]
March 17, 20187 yr 11 minutes ago, Kinniken said: I guess I should have posted this instead That doesn't answer my question completely. It's possible that the resource pack replaces the minecraft:stone blockstates file or the minecraft:block/stone and minecraft:block/stone_mirrored models with models that use a different texture name rather than replacing the minecraft:blocks/stone texture. Edited March 17, 20187 yr by Choonster Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
March 17, 20187 yr Author Bullseye. I had never noticed, but it actually implements several texture variations of many blocks, and for stone and a few others, none have the default name. Well, little I can do about that, too bad. http://www.millenaire.org/img/dynamicsig.png[/img]
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