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Posted

is there a way to control what an .obj model looks like in inventory?   all the .json dislay; GUI, firstperson etc  are in the .json model.  No way to put them into the .obj model

JSON models can point to *other* models....

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

I tried :

      blockstate (partial) :

           "facing=north,style=s0": {"model": "yabm:yb_INT_slope", "y": 90 },

 

    yb_INT__slope :

{
    "parent": "yabm:block/wedge.obj",
    "textures": {
            "#Material1": "blocks/stonebrick",
            "#particle": "blocks/stonebrick"
    }
}

 

I get an error :

java.lang.IllegalStateException: vanilla model 'net.minecraft.client.renderer.block.model.ModelBlock@62cf8fda' can't have non-vanilla parent

 

not sure what to do, is there something else beside "parent" ?

  • Author
On 4/14/2018 at 12:20 AM, Draco18s said:

JSON models can point to *other* models....

I was hoping 1.12   would help, but i still get the net.minecraft.client.renderer.block.model.ModelBlock@6dd1e22' can't have non-vanilla parent error

 

if i can't use "parent" how can i point to a diferent model

You can specify item transformations using Forge's blockstates format, but this requires them to be specified as TRSRTransformations (or one of Forge's built-in transformations: "forge:default-block", "forge:default-item" and "forge:default-tool") rather than the Vanilla ItemTransformVec3f format.

 

I explain how to do this here.

Edited 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.

  • Author

this almost works

{
	"forge_marker": 1,
	"variants":	{
	
    "facing=north,style=s0":{
        "model": "yabm:wedge.obj", "textures":{
            "#Material1": "blocks/stonebrick",
            "#particle": "blocks/stonebrick"},
        "y": 90,   
        "transform":{
            "gui":{
                "scale": [0.6 , 0.6, 0.6]
             }
        },                
        "custom": { "flip-v": true },	
        "uvlock": true
    },
...

 

except when the model is placed it  ignores the :y: 90.  I have also tried having the y: 90 in the model statement

"model": "yabm:wedge.obj" , "y": 90 , "textures":{

 

no difference the rotation is ignored

  • Author

found it, put the model rotation inside the transform block

{
	"forge_marker": 1,
	"variants":	{
	
    "facing=south,style=s0":{
        "model": "yabm:wedge.obj", "textures":{
            "#Material1": "blocks/stonebrick",
            "#particle": "blocks/stonebrick"},
  
        "transform":{
            "gui":{
                "scale": [0.6 , 0.6, 0.6]
             },
             "rotation": [ {"y": 180} ]   //ROTATES THE MODEL
        },                
        "custom": { "flip-v": true },	
        "uvlock": true
        
    },

thanks for you help

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