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Posted (edited)

So I am currently developing mod that contains a block that needs to display/use the same texture as the block the player right clicks with. So in this situation, this block will "mimic" the look of another block. Here's where it might get even more complicated, though, is that I also need to modify the texture to be slightly transparent and have a blue hue. I don't expect support with those, but any help would be appreciated.

I was reading this post about how to do it with a TileEntity, and I used the ironchest mod for examples on how to do that. However, it uses a method "getBlockTexture" and "getIcon" which, as far as I know, haven't existed for a long time. I've read some more up-to-date articles using the same method. I don't believe this method works in 1.13. Can someone describe to me how blocks render/display their texture, and if it's even possible to do what I want to do?

Edit: I also read this post, but the same issue persists.

Edited by FireController1847

I am on my journey of making a remake of matmos, as explained here.

Posted
6 hours ago, FireController1847 said:

So I am currently developing mod that contains a block that needs to display/use the same texture as the block the player right clicks with. So in this situation, this block will "mimic" the look of another block. Here's where it might get even more complicated, though, is that I also need to modify the texture to be slightly transparent and have a blue hue. I don't expect support with those, but any help would be appreciated.

If you didn’t need it to be slightly transparent I would recommend using the approach from MBE04. Since you need this I recommend that you render your block in the RenderWorldLastEvent and cache the render data for performance. I have some example code that does this at https://gist.github.com/Cadiboo/753607e41ca4e2ca9e0ce3b928bab5ef and an implementation of something very similar at https://github.com/Cadiboo/NoCubes/blob/92faa9231738ed14483338ea0f854935156bc30a/src/main/java/io/github/cadiboo/nocubes/client/gui/toast/BlockStateToast.java

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Posted
1 hour ago, desht said:

However, this PR just got merged: https://github.com/MinecraftForge/MinecraftForge/pull/5564, which is great.

That PR is perfect, except for the fact that it also doesn't allow transparency + tinting (It might actually if you override canRenderInLayer in your block and return true for TRANSLUCENT and also add the tint to the raw model data if thats possible, but this would be pretty hard to do and would require doing stuff relatively low level)

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Posted

If you use my approach all you’ll need to do is update the data each time one of your blocks changes (you can store this as separate data in chunks) and add a blend function right before the GLStateManager translate call. You could also adapt the code to use a TESR (not a FastTESR, because you need GL access) if you wanted

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Posted (edited)

Okay, I think I understand the states & modeldata, but what I don't quite understand is how to override the block's IBakedModel with my own model. In the example that, admittedly, @desht said wouldn't work, they get the quads and such from the state (which is depreciated, what do I replace that with??), and then use those quads in their custom model. However, I don't understand how to make my custom IBakedModel override my block's model. Is there a specific registry that I'd need to replace/register it under?

Also, if someone could help me out by telling me how to disable this crap that'd be awesome:
 

[21:22:39.771] [Server thread/DEBUG] [ne.mi.re.ForgeRegistry/REGISTRYDUMP]: Registry Name: minecraft:enchantments
	Entry: 0, minecraft:protection, net.minecraft.enchantment.EnchantmentProtection@783b3aa0
	Entry: 1, minecraft:fire_protection, net.minecraft.enchantment.EnchantmentProtection@2ec85a25
	Entry: 2, minecraft:feather_falling, net.minecraft.enchantment.EnchantmentProtection@4c176ff1
	Entry: 3, minecraft:blast_protection, net.minecraft.enchantment.EnchantmentProtection@27c53c32
	Entry: 4, minecraft:projectile_protection, net.minecraft.enchantment.EnchantmentProtection@68aec50
	Entry: 5, minecraft:respiration, net.minecraft.enchantment.EnchantmentOxygen@1d60059f
	Entry: 6, minecraft:aqua_affinity, net.minecraft.enchantment.EnchantmentWaterWorker@427308f8

 

Edited by FireController1847

I am on my journey of making a remake of matmos, as explained here.

Posted

Okay, after some experimentation, I have determined that I am an idiot and that I have been doing events entirely wrong and I even knew it from the beginning. Disregard my last statement, I was able to get the block model to override. Back to experimentation...

I am on my journey of making a remake of matmos, as explained here.

Posted
3 hours ago, FireController1847 said:

Also, if someone could help me out by telling me how to disable this crap that'd be awesome:

Change the logging level in your build.gradle then refresh your Gradle Project

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Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

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Posted

Overriding your block model will get you most of the way, but it cannot do the blending (translucency for rendering blocks with non-translucent textures) that you want. 

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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

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