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Posted

You want ambient occlusion I think. Can you show your block code please?

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Posted (edited)

 

 

 

new YobBlockStdHorzCB("yb_roof_slope_"+i, Material.ROCK, Main.YOB_ROOFS_TAB, true, "yb_roof_slope","style=s"+i, CbShapes.SLOPE_ALL);

 

public class YobBlockStdHorzCB extends YobBlockStandardImp implements IYbFacingHelper, IHasModel {

	private YobBlockStdCB[]  blocks = new YobBlockStdCB[4]; 

		public YobBlockStdHorzCB(String registryName, Material material, CreativeTabs tab,  boolean hasItem, String location, String variant, 
				ArrayList<AxisAlignedBB>[] cbList) {
					super(registryName, material, tab, hasItem, new ModelResourceLocation(Reference.MODID+":"+location,"facing=north,"+variant),true,false,false );

		String var;
		for(int i=0  ; i<4 ; i++)
		{
			if(variant == ""){ 
				var = "facing=" + (EnumFacing.VALUES[i+2]).toString().toLowerCase();
			}
			else var = "facing=" + (EnumFacing.VALUES[i+2]).toString().toLowerCase() + "," + variant;
			
			this.blocks[i] = new YobBlockStdCB(registryName +"_"+ (EnumFacing.VALUES[i+2]).toString().toLowerCase(), material, tab, false,
				location , var, cbList[i]);
		}
	}
		
		@Override
		 public void onBlockPlacedBy(World world, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack){
		    	EnumFacing playerFacing = getPlayerFacing(pos, placer);
		    	System.out.println("-------------------------------------------------------------------stdHrz placed");
				    	
				if(playerFacing.ordinal() > 1 )
					world.setBlockState(pos, this.blocks[playerFacing.ordinal() - 2].getDefaultState(),2);
		}
}

 

public class YobBlockStdCB extends YobBlockStandardImp implements IHasModel, isDestroyable{

	private ArrayList<AxisAlignedBB> cBoxList;
	
	public YobBlockStdCB(String registryName, Material material, CreativeTabs tab, boolean hasItem,
			String location, String varient, ArrayList<AxisAlignedBB> cBoxList) {
		super(registryName, material, tab, hasItem, new ModelResourceLocation(Reference.MODID + ":" + location,varient),true,false,false);
		
		this.cBoxList = cBoxList;
	}

	@Override
 	@SideOnly(Side.CLIENT)
 	// choices are : CUTOUT, CUTOUT_MIPPED, SOLID, TRANSLUCENT
 	public BlockRenderLayer getBlockLayer()
 	{
 		return BlockRenderLayer.CUTOUT_MIPPED;
 	}
 	
	@Override
	public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes,  Entity entityIn, boolean isActualState)	
    {
    	for( AxisAlignedBB aabb: getCollisionBoxList(state)){
        	addCollisionBoxToList(pos, entityBox, collidingBoxes, aabb);	
    	}
    }
 	
	protected List<AxisAlignedBB> getCollisionBoxList(IBlockState state) {
		return this.cBoxList;
	}
	
	@Override
	public RayTraceResult collisionRayTrace(IBlockState blockState, World worldIn, BlockPos pos, Vec3d start, Vec3d end){
		List<RayTraceResult> list = Lists.<RayTraceResult>newArrayList();
		
	    if(blockState == null) {
	    	System.out.println("Block State Error!");
	    }
	        
	    for (AxisAlignedBB axisalignedbb : getCollisionBoxList(blockState)){
	            list.add(this.rayTrace(pos, start, end, axisalignedbb));
	    }

	    RayTraceResult raytraceresult1 = null;
	    double d1 = 0.0D;

	    for (RayTraceResult raytraceresult : list){
	    	if (raytraceresult != null){
	    		double d0 = raytraceresult.hitVec.squareDistanceTo(end);

	    		if (d0 > d1){
	    			raytraceresult1 = raytraceresult;
	                d1 = d0;
	            }
	        }
	    }
	    return raytraceresult1;
	}
}

 

 

public class YobBlockStandardImp extends YobBlockImp implements IHasModel{

	protected boolean hasItem;
	private boolean opaque = true, fullBlock = true, fullCube = true;


	
	public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab) {
		this(registryName, material,tab, true, new ModelResourceLocation("yabm:"+registryName,""), true, true, true);
	}
	
	public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, String modelLocation) {
		this(registryName, material, tab, true, new ModelResourceLocation(modelLocation,""), true, true, true);
	}
	
	public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, boolean hasItem ,ModelResourceLocation modelLocation) {
		this(registryName, material, tab, true, modelLocation, true, true, true);
	}
	
	public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, boolean hasItem ,ModelResourceLocation modelLocation,
			boolean opaque, boolean fullBlock, boolean fullCube) {
		super(registryName, registryName, material, tab, hasItem, modelLocation);
		
		this.hasItem = hasItem;
		this.opaque = opaque;
		this.fullBlock = fullBlock;
		this.fullCube = fullCube;
		this.useNeighborBrightness = true;
        this.setLightOpacity(255);
	}
	
    @Override
    public boolean isOpaqueCube(IBlockState state){
    	return this.opaque;
	}
    
    @Override
    public boolean isFullBlock(IBlockState state){
    	return this.fullBlock;
	}
    
    @Override
    public boolean isFullCube(IBlockState state) {
    	return this.fullCube;
    }
    
    @Override
    public void onBlockDestroyedByPlayer(World world, BlockPos pos, IBlockState state) { 
    	System.out.println("YobBlockStandardImp");
    }
    
	@Override
	public void registerModels() {
		//Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory");
		
		ModelLoader.setCustomStateMapper(this,new CustomStateMapperBase(this.getModelLocation()));
		
		if(this.hasItem)
			Main.proxy.registerItemRenderer(this, 0, this.getModelLocation().getVariant());
	}
}

 

 

After making sure that it has isOpaueCube  return true , left hand corner showing light.  Not as bad as it was but not good.  (i changed the texture )

2018-12-09_00.20.24_small.png

Edited by blinky000
Posted

Your code is really messed up and you should really clean it up. Have you tried returning true from useNeighborBrightness?

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

I'm open to constructive criticism, how is it mess up?

 

Any way this is what is set on the block (i made an in  game query tool )

 +++++++++ meta: 0  Block: yabm:yb_roof_slope_3_east

BB: box[0.0, 0.0, 0.0 -> 1.0, 1.0, 1.0]
 Harndess: 0.0

Material: net.minecraft.block.material.Material@12145061
 Opacity: 255

LightValue: 0
CB: box[0.0, 0.0, 0.0 -> 1.0, 1.0, 1.0]
useNeighborBrightness: true
 Opaque: false
 Full Cube: false
 Full Block: false
Block Layer: Mipped Cutout
 

Posted
41 minutes ago, blinky000 said:

I'm open to constructive criticism, how is it mess up?

IHasModel, Abreviations in the class name, client side stuff in common code, why not just let subclasses @Override the stuff to do with light instead of having variables

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

I guess you could look at the code in stairs? Also, light opacity is between 0-15. This actually might be your problem, I seem to remember that too-heigh values result in weird behaviour

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 (edited)

Just looked at some stairs, in a vanilla 12.2 and 13.2 ,   stairs pass light just like my custom blocks.  So i guess that's the way it is.  Unless of course it's my vid card, but i kinda doubt it

Edited by blinky000

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