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How to set a Multi-layered Texture and Animation to a Custom Fire


HansPeter

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1 hour ago, HansPeter said:

I want to create a custom Fire. And want to define a Animation for 2 layers. Does anybody have a json snippet to do so?

What do you mean by a custom fire? A custom block of fire? A custom fire item? What do you want it to look like?

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aOh, sorry for my ambiguous question

I want to create/set a custom block of fire and I also want to use the original Minecraft animiation, texture and model.

(To "place" the Fire-Block I will create my own "flint and steel" later. <-- but that is'nt the question)

 

 

Should i set the Model of the Fire in the Mehtod directly?


 

@Override
 public void registerModels() 
 {

    ....use original "FireModel"

}

 

 

In my ressources which values should I set the in the json's?

(I know the fire uses 2 layers but i don't know the right syntax to write it in the json's) So currently i have:

 

assets.myID 

-> blockstates:

 

curstomfire:json

{
    "variants": {
        "normal": { "model": "bk:endless_fire_block" }
    }
}

 

-> models.block:

curstomfire:json

{
   "parent": "block/cube_all",
   "textures": {
       "layer0": "bk:blocks/endless_fire_block_layer_0",
       "layer1": "bk:blocks/endless_fire_block_layer_1"
   }
}

 

-> textures.blocks:

 

curstomfire_layer_0:json

{
  "animation": {    "frames": [      16,      17,      18,      19,      20,      21,      22,      23,      4,      25,      26,      27,      28,      29,      30,      31,      0,      1,      2,      ,      4,      5,      6,      7,      8,      9,      10,      11,      12,      13,      14,     15    ]  
				}
}   
<--- here i want to use the original animation values inseat to create a curstom "animation".script is this possible?

 

 

curstomfire_layer_1:json

{
  "animation": {}
}

 

 

but this does not work for me...

 

Edited by HansPeter
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43 minutes ago, HansPeter said:

I want to create/set a custom block of fire and I also want to use the original Minecraft animiation, texture and model.

point your block state JSON to the vanilla fire model

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7 minutes ago, HansPeter said:

Thank's for the fast answer.

Yehr, ok I cant figure it it.

 

I now use this in "blockstates:"


{
    "variants": {
        "normal": { "model": "minecraft:fire" }
    }
}

 but i don't geht the right Texture.

 

 

what do you get?

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Well, your blockstate file has to both (a) handle all the states (b) point to models that exist. Neither is true in your code.

 

The vanilla blockstate JSON is:

{
    "multipart": [
        {   "when": {"north": false, "east": false, "south": false, "west": false, "up": false},
            "apply": [
                { "model": "fire_floor0" },
                { "model": "fire_floor1" }
            ]
        },
        {   "when": {"OR": [{"north": true}, {"north": false, "east": false, "south": false, "west": false, "up": false}]},
            "apply": [
                { "model": "fire_side0" },
                { "model": "fire_side1" },
                { "model": "fire_side_alt0" },
                { "model": "fire_side_alt1" }
            ]
        },
        {   "when": {"OR": [{"east": true}, {"north": false, "east": false, "south": false, "west": false, "up": false}]},
            "apply": [
                { "model": "fire_side0", "y": 90 },
                { "model": "fire_side1", "y": 90 },
                { "model": "fire_side_alt0", "y": 90 },
                { "model": "fire_side_alt1", "y": 90 }
            ]
        },
        {   "when": {"OR": [{"south": true}, {"north": false, "east": false, "south": false, "west": false, "up": false}]},
            "apply": [
                { "model": "fire_side0", "y": 180 },
                { "model": "fire_side1", "y": 180 },
                { "model": "fire_side_alt0", "y": 180 },
                { "model": "fire_side_alt1", "y": 180 }
            ]
        },
        {   "when": {"OR": [{"west": true}, {"north": false, "east": false, "south": false, "west": false, "up": false}]},
            "apply": [
                { "model": "fire_side0", "y": 270 },
                { "model": "fire_side1", "y": 270 },
                { "model": "fire_side_alt0", "y": 270 },
                { "model": "fire_side_alt1", "y": 270 }
            ]
        },
        {   "when": {"up": true},
            "apply": [
                { "model": "fire_up0" },
                { "model": "fire_up1" },
                { "model": "fire_up_alt0" },
                { "model": "fire_up_alt1" }
            ]
        }
    ]
}

 

So you can firstly see that there is no model that is just called "fire". Furthermore, there are a number of states that need to be handled.

 

By the way, your console should have warnings in it telling you what is missing (i.e. what states it needs handled).

Edited by jabelar

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