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Featured Replies

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:

Spoiler

{
    "multipart": [
        { "when": { "first_end": "north" }, "apply": { "model": "techmod:cablecar_track_normal" }},
        { "when": { "first_end": "west" }, "apply": { "model": "techmod:cablecar_track_normal", "y": 270 }},
        { "when": { "first_end": "east" }, "apply": { "model": "techmod:cablecar_track_normal", "y": 90 }},

        { "when": { "second_end": "south" }, "apply": { "model": "techmod:cablecar_track_normal", "y": 180, "uvlock": true }},
        { "when": { "second_end": "west" }, "apply": { "model": "techmod:cablecar_track_normal", "y": 270 }},
        { "when": { "second_end": "east" }, "apply": { "model": "techmod:cablecar_track_normal", "y": 90 }},

        { "when": { "first_end": "north", "second_end": "south" }, "apply": { "model": "techmod:cablecar_track_middle" }},
        { "when": { "first_end": "east", "second_end": "west" }, "apply": { "model": "techmod:cablecar_track_middle", "y": 90 }},

        { "when": { "first_end": "east", "second_end": "south" }, "apply": { "model": "techmod:cablecar_track_curve" }},
        { "when": { "first_end": "west", "second_end": "south" }, "apply": { "model": "techmod:cablecar_track_curve", "y": 90 }},
        { "when": { "first_end": "north", "second_end": "west" }, "apply": { "model": "techmod:cablecar_track_curve", "y": 180 }},
        { "when": { "first_end": "north", "second_end": "east" }, "apply": { "model": "techmod:cablecar_track_curve", "y": 270 }}
    ]
}

 

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.

10 minutes ago, SuperManitu said:

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

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

 

12 minutes ago, 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?

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.

  • Author
1 minute ago, V0idWa1k3r 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

3 minutes ago, V0idWa1k3r said:

I would rather stick to vanilla in this case

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:

Spoiler

{
    "forge_marker": 1,
    "variants": {
        "inventory": [{
            "submodel": {
                "track1": "techmod:cablecar_track_normal",
                "middle": "techmod:cablecar_track_middle",
                "track2": {
                    "model": "techmod:cablecar_track_normal",
                    "y": 180,
                    "uvlock": true
                }
            }
        }]
    }
}

 

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

6 minutes ago, 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:

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.

 

7 minutes ago, 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

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. 

 

8 minutes ago, 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?

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

 

9 minutes ago, SuperManitu said:

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

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

  • Author
8 minutes ago, 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.

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?)

8 minutes ago, V0idWa1k3r said:

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

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:

Spoiler

[19:20:12] [main/ERROR] [FML]: Exception loading model for variant techmod:blockstates/cablecar_track#first_end=north,second_end=south for item "techmod:cablecar_track", normal location exception: 
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model techmod:item/blockstates/cablecar_track with loader VanillaLoader.INSTANCE, skipping
	at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:161) ~[ModelLoaderRegistry.class:?]
	at net.minecraftforge.client.model.ModelLoader.loadItemModels(ModelLoader.java:302) ~[ModelLoader.class:?]
	at net.minecraft.client.renderer.block.model.ModelBakery.loadVariantItemModels(ModelBakery.java:175) ~[ModelBakery.class:?]
	at net.minecraftforge.client.model.ModelLoader.setupModelRegistry(ModelLoader.java:151) ~[ModelLoader.class:?]
	at net.minecraft.client.renderer.block.model.ModelManager.onResourceManagerReload(ModelManager.java:28) [ModelManager.class:?]
	at net.minecraft.client.resources.SimpleReloadableResourceManager.registerReloadListener(SimpleReloadableResourceManager.java:121) [SimpleReloadableResourceManager.class:?]
	at net.minecraft.client.Minecraft.init(Minecraft.java:559) [Minecraft.class:?]
	at net.minecraft.client.Minecraft.run(Minecraft.java:421) [Minecraft.class:?]
	at net.minecraft.client.main.Main.main(Main.java:118) [Main.class:?]
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_192]
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_192]
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_192]
	at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_192]
	at net.minecraft.launchwrapper.Launch.launch(Launch.java:135) [launchwrapper-1.12.jar:?]
	at net.minecraft.launchwrapper.Launch.main(Launch.java:28) [launchwrapper-1.12.jar:?]
	at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) ~[?:1.8.0_192]
	at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:62) ~[?:1.8.0_192]
	at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) ~[?:1.8.0_192]
	at java.lang.reflect.Method.invoke(Method.java:498) ~[?:1.8.0_192]
	at net.minecraftforge.gradle.GradleStartCommon.launch(GradleStartCommon.java:97) [start/:?]
	at GradleStart.main(GradleStart.java:25) [start/:?]
Caused by: java.io.FileNotFoundException: techmod:models/item/blockstates/cablecar_track.json
	at net.minecraft.client.resources.FallbackResourceManager.getResource(FallbackResourceManager.java:69) ~[FallbackResourceManager.class:?]
	at net.minecraft.client.resources.SimpleReloadableResourceManager.getResource(SimpleReloadableResourceManager.java:65) ~[SimpleReloadableResourceManager.class:?]
	at net.minecraft.client.renderer.block.model.ModelBakery.loadModel(ModelBakery.java:334) ~[ModelBakery.class:?]
	at net.minecraftforge.client.model.ModelLoader.access$1400(ModelLoader.java:115) ~[ModelLoader.class:?]
	at net.minecraftforge.client.model.ModelLoader$VanillaLoader.loadModel(ModelLoader.java:861) ~[ModelLoader$VanillaLoader.class:?]
	at net.minecraftforge.client.model.ModelLoaderRegistry.getModel(ModelLoaderRegistry.java:157) ~[ModelLoaderRegistry.class:?]
	... 20 more

 

 

8 minutes ago, V0idWa1k3r said:

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

Yeah, sorry, that was just me and my typing

Edited by SuperManitu

16 minutes ago, SuperManitu said:

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

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

 

16 minutes ago, SuperManitu said:

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

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.

 

17 minutes ago, SuperManitu said:

Does this mean they have to use the same blockstate file

Yes.

  • Author
4 minutes ago, V0idWa1k3r said:

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

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?

5 minutes ago, 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?

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.

  • Author

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?

  • Author

Uh, that spec is good, that should be linked in the docs. For me it is far easier to understand than the explanation already there.

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