Jump to content

[1.13.2] Overwriting the Grass Block texture in a Custom World Type


Recommended Posts

Posted

Hello everyone,

 

I am currently in the process of updating my mod to 1.13.2, that adds the Beta and Alpha terrain generators back in. I would like to be able to overwrite the grass block side textures if and only if the player is in an "Alpha" world type. So far, I have working code to detect this:

		if(mc.world.isRemote && mc.world.getWorld().getWorldType() instanceof WorldTypeAlphaPlus)

But, I do not know how to soft-overwrite the texture. I have tried to "recreate" the lime grass using

IBlockColor.getColor()

and a myriad of various values, but the color is always "washed out", and doesn't give that nostalgic feel. Therefore, I feel it would be most appropriate to set the tint to -1 (no tint), and then overwrite the top and side texture with my own.

 

Any help would be greatly appreciated, I am at wit's end!

 

Thank you.

Posted

Override the grass model and return quads with a different texture based on the world the player is in. You could also return the quads from a different model. 

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
12 hours ago, Cadiboo said:

Override the grass model and return quads with a different texture based on the world the player is in. You could also return the quads from a different model. 

If I am understanding correctly, I need to make a model JSON model named "alpha_grass_block.json", where I will declare it similarly to the vanilla grass block, except with the tintindex call removed and my grass textures included.

 

Then, when I detect an Alpha world as stated above, I tell the game to replace all instances of rendering grass blocks with my model. This part is not making total sense since I have looked all around in the client/renderer packages and I cannot seem to find any methods to hook into and replace the grass model.

 

I have attached a link to my GitHub repo, if that helps. Everything of value should be in BetaPlus.java, if you're interested.

https://github.com/mrburger/Beta-Plus

Posted

Subscribe to the model bake event and replace/wrap the grass model with your own

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
3 hours ago, Cadiboo said:

Subscribe to the model bake event and replace/wrap the grass model with your own

Hi Cadiboo,

 

I have subscribed the the ModelBakeEvent, but I am still very much overwhelmed with the concept of "Baking" models. I currently have spent the past 3 hours researching exactly how Minecraft and Forge render Unbaked Models, since I would replace the grass model using 

		event.getModelLoader().setupModelRegistry().replace([STUFF])

at least as far as I know. I have currently tried:

ResourceLocation grassLoc = Blocks.GRASS_BLOCK.getRegistryName();
		ResourceLocation newGrass = new ResourceLocation(ResourceHelper.getResourceStringBetaPlus("alpha_grass_block"));
		IBlockState state = Blocks.GRASS_BLOCK.getDefaultState();
		// Variant is not snowy.
		ModelResourceLocation location = new ModelResourceLocation(grassLoc, BlockModelShapes.getPropertyMapString(state.getValues()));
		String s = event.getModelManager().getBlockModelShapes().getTexture(Blocks.GRASS_BLOCK.getDefaultState()).getName().toString();
		ModelBlock modelBlock = event.getModelLoader().getUnbakedModel(grassLoc).bake();
		//event.getModelManager().getModel(Blocks.GRASS_BLOCK.getRenderLayer())
		//event.getModelManager().getBlockModelShapes().getModel(Blocks.GRASS_BLOCK.getDefaultState())
		//event.getModelRegistry().replace(new ModelResourceLocation(""))
		//s = event.getModelManager().getModel(new ModelResourceLocation(grassLoc, "")).getQuads(state, EnumFacing.UP, new Random()).toString();
		//s = event.getModelRegistry().get(location).toString();
		//s = event.getModelManager().getModel(location).
		//GameRegistry.findRegistry(Block.class);
		//event.getModelLoader().getUnbakedModel(grassLoc);
		// Definitely incorrect.
		//Blocks.GRASS_BLOCK.setRegistryName(newGrass);
		//event.getModelLoader().getUnbakedModel(grassLoc).getOverrideLocations().clear();
		//event.getModelRegistry().replace(location, );

All of these methods, and I am still 0% confident in my ability to create a new BakedModel object, and replace it. Is there a guide that could give me the general idea?

Posted

Minecraft only renders baked models. You can bake an unbaked model by calling IModel#bake. Baked models are an optimised representation of IModels. I would replace the grass baked model with a wrapper that takes in the vanilla grass baked model and your grass baked model, and switches between them based on what world the player is in (baked models used on many threads at once, and need to be very fast, so in a client tick event store whether the player is in your world in a boolean field, and access it from your baked model). You can see an example of a baked model with 2 delegates at https://github.com/Cadiboo/WIPTech/blob/WIPTechAlpha/src/main/java/cadiboo/wiptech/client/model/BakedModelGlitch.java

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
7 minutes ago, Cadiboo said:

Minecraft only renders baked models. You can bake an unbaked model by calling IModel#bake. Baked models are an optimised representation of IModels. I would replace the grass baked model with a wrapper that takes in the vanilla grass baked model and your grass baked model, and switches between them based on what world the player is in (baked models used on many threads at once, and need to be very fast, so in a client tick event store whether the player is in your world in a boolean field, and access it from your baked model). You can see an example of a baked model with 2 delegates at https://github.com/Cadiboo/WIPTech/blob/WIPTechAlpha/src/main/java/cadiboo/wiptech/client/model/BakedModelGlitch.java

Thanks! This helps a lot. Turns out I am not as versed in Java 1.8 Syntax as I thought, with Functions and Lambdas. I am a hobbyist coder for sure, but using your examples and a few examples from TheGreyGhost, I have made some progress in clearing the BakedQuads of the Grass Block using

			event.getModelRegistry().replace(grassLocation, customModel);

Where customModel is an object that implements IBakedModel.

The next step, as I interpret it, is to get the textures onto the block, and then swap the models based on world, like you said. While I still may need some guidance, I definitely see a clear direction now.

Posted

The steps I was suggesting:

1) grassModel = getGrassModel

2) wrapped = new WorldAwareGrassModel(grassModel, alphaGrassModel)

3) Models.put(grassModelName, wrapped)

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
5 hours ago, Cadiboo said:

The steps I was suggesting:

1) grassModel = getGrassModel

2) wrapped = new WorldAwareGrassModel(grassModel, alphaGrassModel)

3) Models.put(grassModelName, wrapped)

I have a new ModelAlphaGrass, that extends IUnBakedModel, but I don't know how the details on how to properly get a model JSON, block state JSON, and textures to properly interact. I register my textures in TextureStitchEvent, but on load the game says I am missing alpha_grass_block in domain betaplus, but I cannot for the life of me figure out the problem! my file structure emulates every 1.13 mod perfectly, but it still cannot find the textures, and it absolutely isn't picking up the JSON files.

 

Sorry to keep asking for help, I really want to figure out the whole rendering and IStateMapper-less system, but it just isn't working.

 

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



×
×
  • Create New...

Important Information

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