Posted November 5, 20186 yr I have made a TESR, because my block is a chest which has moving parts (the lid). How can i change the block particle texture, so that it is not pink and black?
November 5, 20186 yr 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.
November 5, 20186 yr 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 Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.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)
November 5, 20186 yr Author 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?
November 5, 20186 yr 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.
November 7, 20186 yr Author 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?
November 7, 20186 yr 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.
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