Jump to content

Recommended Posts

Posted

Particle textures are determined at BlockModelShapes#getTexture. If you inspect the method you will find out that it has hardcoded special cases for any vanilla block that has a TESR. Thus the only approach for you is to have a IBakedModel associated with your block. You don't actually need to have any quads in the model as long as you return the correct texture in IBakedModel#getParticleTexture and your block doesn't return INVISIBLE in Block#getRenderType(unfortunately returning invisible makes the particles have no texture) you will be fine. And yes, your model may specify a particle texture without specifying any quads and that is acheivable through json alone.

Posted
27 minutes ago, V0idWa1k3r said:

unfortunately returning invisible makes the particles have no texture

Actually it makes them have the enchantment table runes texture, close to the same thing though

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Posted

This has definately helped me, but I am wondering: Is there a way to change the particle texture dynamically according to properties of the TileEntity? I have a sort of meta-block, but I store the "meta" inside the tileentity, because it doesn't fit into 4 bits. Can I use this "meta" stored in the TileEntity to dynamically display particles on break?

Posted
3 minutes ago, deerangle said:

Can I use this "meta" stored in the TileEntity to dynamically display particles on break?

As long as it is also stored in the BlockState. 

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

Posted

Okay, so i've got pretty much everything working, but I realized that the block state isn't loaded properly when opening the world. The TileEntity works fine, but the blockstate is incorrect until i break and replace the block. How can i use NBT-Stored data to change the blockstate accordingly when the world loads?

Posted
2 hours ago, deerangle said:

How can i use NBT-Stored data to change the blockstate accordingly when the world loads?

Well, you need to make sure that NBT data is synced to the client upon world load. The TileEntity#getUpdatePacket, TileEntity#getUpdateTag, TileEntity#onDataPacket and TileEntity#handleUpdateTag are the methods you need.

You also need to make sure that your block actually constructs it's blockstate based on the data in the TE - use Block#getActualState for that.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hi everyone, I'm currently developing a Forge 1.21 mod for Minecraft and I want to display a custom HUD overlay for a minigame. My goal: When the game starts, all players should see an item/block icon (from the base game, not a custom texture) plus its name/text in the HUD – similar to how the bossbar overlay works. The HUD should appear centered above the hotbar (or at a similar prominent spot), and update dynamically (icon and name change as the target item changes). What I've tried: I looked at many online tutorials and several GitHub repos (e.g. SeasonHUD, MiniHUD), but most of them use NeoForge or Forge versions <1.20 that provide the IGuiOverlay API (e.g. implements IGuiOverlay, RegisterGuiOverlaysEvent). In Forge 1.21, it seems that neither IGuiOverlay nor RegisterGuiOverlaysEvent exist anymore – at least, I can't import them and they are missing from the docs and code completion. I tried using RenderLevelStageEvent as a workaround but it is probably not intended for custom HUDs. I am not using NeoForge, and switching the project to NeoForge is currently not an option for me. I tried to look at the original minecraft source code to see how elements like hearts, hotbar etc are drawn on the screen but I am too new to Minecraft modding to understand. What I'm looking for: What is the correct way to add a custom HUD element (icon + text) in Forge 1.21, given that the previous overlay API is missing? Is there a new recommended event, callback, or method in Forge 1.21 for custom HUD overlays, or is everyone just using a workaround? Is there a minimal open-source example repo for Forge 1.21 that demonstrates a working HUD overlay without relying on NeoForge or deprecated Forge APIs? My ideal solution: Centered HUD element with an in-game item/block icon (from the base game's assets, e.g. a diamond or any ItemStack / Item) and its name as text, with a transparent background rectangle. It should be visible to the players when the mini game is running. Easy to update the item (e.g. static variable or other method), so it can change dynamically during the game. Any help, code snippets, or up-to-date references would be really appreciated! If this is simply not possible right now in Forge 1.21, it would also help to know that for sure. Thank you very much in advance!
    • The simple answer is there is not an easy way. You would need to know how to program in Java, as well as at least some familiarity with how Forge works so you could port the differences. You would also need the sourcecode for the original mod, and permission from the author to modify it, if they did not use some sort of open source license. So it's not impossible, but it would take some effort, but doing so would open up a whole new world of possibilities for you!
    • Does it still crash if you remove holdmyitems? Looks like that mod doesn't work on a server as far as I can tell from the error.  
    • Crashes the server when trying to start. Error code -1. Log  
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.