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Posted

Hi,

I am writing a block that has several states. For this, I currently have a 1.9 vanilla block state with three submodels:

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Now, I wanted to use that blockstate file for the ItemBlock, but read in the documentation that this is not possible and I have to use the forge format.

 

When trying to translate this to the forge format, the first two blocks where easy, as they only depend on one of the two variables, but I have not idea how to do the lower two blocks, that need information about both variables. Is this even possible with the forge format? If not I have to copy + paste the submodels from the block into the item model which I would rather avoid.

 

Also, is there a spec or a json schema for the forge format somewhere? I find it incredibly hard to get the info out of the documentation. The vanilla format is neatly specced in the minecraft wiki.

Posted
  On 12/21/2018 at 5:35 PM, SuperManitu said:

Also, is there a spec or a json schema for the forge format somewhere?

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https://mcforge.readthedocs.io/en/latest/models/blockstates/forgeBlockstates/

 

  On 12/21/2018 at 5:35 PM, SuperManitu said:

When trying to translate this to the forge format, the first two blocks where easy, as they only depend on one of the two variables, but I have not idea how to do the lower two blocks, that need information about both variables. Is this even possible with the forge format?

Expand  

Well, you can have the variant name be both of your properties, like in vanilla blockstates, just be sure to put them alphabetically. However this may(and likely will) override other variants. You could define every possible variant but that's a lot of work. I would rather stick to vanilla in this case.

Posted
  On 12/21/2018 at 5:45 PM, V0idWa1k3r said:
Expand  

That is not a spec, or a schema at all. I read that at least 10 times now and I am still not sure what is allowed and what not

  On 12/21/2018 at 5:45 PM, V0idWa1k3r said:

I would rather stick to vanilla in this case

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Is there a simple way to have the inventory variant be first_end=north,second_end=south or do I really have to resort to copy + paste?

 

Also for now I tried to create a forge blockstate for the inventory (just one variant, with the tree submodels), by placing it in models/item:

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but that does not render anything at all (yes, with setCustomModelResourceLocation(item, 0, "techmod:blockstate_name"))

Posted
  On 12/21/2018 at 6:08 PM, SuperManitu said:

Also for now I tried to create a forge blockstate for the inventory (just one variant, with the tree submodels), by placing it in models/item:

Expand  

Forge blockstates is, well, a blockstate file. It goes into your blockstates directlory, not the model one. Forge will automatically use the blockstate as both the block and the item model.

 

  On 12/21/2018 at 6:08 PM, SuperManitu said:

That is not a spec, or a schema at all. I read that at least 10 times now and I am still not sure what is allowed and what not

Expand  

While I do agree with you somewhat the docs outline the structure of the format and it's usage. They don't outline it fully but they do a descent job. 

 

  On 12/21/2018 at 6:08 PM, SuperManitu said:

Is there a simple way to have the inventory variant be first_end=north,second_end=south or do I really have to resort to copy + paste?

Expand  

Just put that variant as the variant parameter in ModelResourceLocation you pass to ModelLoader.setCustomModelResourceLocation.

 

  On 12/21/2018 at 6:08 PM, SuperManitu said:

with setCustomModelResourceLocation(item, 0, "techmod:blockstate_name")

Expand  

These are not the correct parameters passed to that method, it expects a ModelResourceLocation as the last parameter, not a string.

Posted (edited)
  On 12/21/2018 at 6:15 PM, V0idWa1k3r said:

Forge blockstates is, well, a blockstate file. It goes into your blockstates directlory, not the model one. Forge will automatically use the blockstate as both the block and the item model.

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I put it in models, because setCustomModelResourceLocation only searches in models/item. Does this mean they have to use the same blockstate file (aka I cannot do this because the forge format cannot concisely represent my block and the vanilla format does not work for items?)

  On 12/21/2018 at 6:15 PM, V0idWa1k3r said:

Just put that variant as the variant parameter in ModelResourceLocation you pass to ModelLoader.setCustomModelResourceLocation. 

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Again, how? This only uses an item model, when I try to do this:

ModelLoader.setCustomModelResourceLocation(
    item,
    0,
    new ModelResourceLocation("techmod:blockstates/cablecar_track#first_end=north,second_end=south")
);

i get this error:

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  On 12/21/2018 at 6:15 PM, V0idWa1k3r said:

These are not the correct parameters passed to that method, it expects a ModelResourceLocation as the last parameter, not a string.

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Yeah, sorry, that was just me and my typing

Edited by SuperManitu
Posted
  On 12/21/2018 at 6:23 PM, SuperManitu said:

"techmod:blockstates/cablecar_track#first_end=north,second_end=south"

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don't add "blockstates" to the path. Just leave it as modid:registry_name.

 

  On 12/21/2018 at 6:23 PM, SuperManitu said:

I put it in models, because setCustomModelResourceLocation only searches in models/item.

Expand  

It doesn't. It just sets the ModelResourceLocation association with the item and the meta passed. Determining where to look for the model file is up to the model loader. Vanilla's looks in models/items. Forge's looks for the blockstates file.

 

  On 12/21/2018 at 6:23 PM, SuperManitu said:

Does this mean they have to use the same blockstate file

Expand  

Yes.

Posted
  On 12/21/2018 at 6:37 PM, V0idWa1k3r said:

 don't add "blockstates" to the path. Just leave it as modid:registry_name.

Expand  

Ok, but this also does not render anything:

ModelLoader.setCustomModelResourceLocation(
    item,
    0,
    new ModelResourceLocation("techmod:cablecar_track","first_end=north,second_end=south")
);

I guess because then the blockstate would have to be the forge format, which cannot do this. So am I right that I have to copy + paste the model data into an vanilla item model?

Posted
  On 12/21/2018 at 6:45 PM, SuperManitu said:

I guess because then the blockstate would have to be the forge format, which cannot do this. So am I right that I have to copy + paste the model data into an vanilla item model?

Expand  

Yes, using the blockstate file as item model is a forge feature. If you want to use the vanilla format then you have to have a separate model file. Which in your case may or may not be a copy-paste.

Posted

Am I right that something like this:
 

{
  "forge_marker": 1,
  "variants": {
    "first_prop": {
      "foo":  { "submodel": "techmod:foo" },
      "bar": { "submodel": "techmod:bar" }
    },
    "second_prop": {
      "foo": { "submodel": "techmod:foo2" },
      "bar": { "submodel": "techmod:bar2" }
    },
    "first_prop=foo,second_prop=foo": [{
      "submodel":  "techmod:doubled"
    }]
  }
}

with the variant first_prop=foo,second_prop=foo, won't result in a model consisting of techmod:foo, techmod:foo2 and techmod:doubled?

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