Posted April 10, 20187 yr Hi, I want to create a simple block where the textures are generated upon loading by modifying a vanilla texture. I've created a ICustomModelLoader and can load the base textures from the resource manager, but I'm not sure what the best way to do the remaining steps is? I suppose I could create a custom IModel and IBakedModel but that seems like overkill for what should be fairly simple. The VanillaModelWrapper is private and none of the other IModels are well documented as to their purpose. What's the expected way to do something like this?
April 10, 20187 yr Modify how? Does an overlay texture not work? 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.
April 10, 20187 yr Author I wanted to do something similar to DenseOres (https://minecraft.curseforge.com/projects/dense-ores) where they automatically expand the ore textures, but I've looked at the source and am having a hard time following their loading process (they are not using an ICustomModelLoader).
April 10, 20187 yr They do it with a TextureAtlasSprite https://github.com/rwtema/DenseOres/blob/master/src/main/java/com/rwtema/denseores/client/TextureOre.java I don't recommend doing it this way. 1) create a block model, like this: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/harderores/models/block/hardore.json 2) create a blockstate file, like this: https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/harderores/blockstates/ore_hardiron.json Note the #overlay texture. That's your ore pixels portion (my ores are metadata => number of nuggets, not metadata => ore type). 3) Then create overlay textures, where alpha shows the texture of the base material (my ores actually operate in reverse, due to how I use metadata). e.g. https://github.com/Draco18s/ReasonableRealism/blob/1.12.1/src/main/resources/assets/harderores/textures/blocks/ore/overlay_15.png 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.
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