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[Solved] [1.12.2] Error rendering block model with variants


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Posted (edited)

Aight. I've got this block, BlockElementalLight. It's pretty simple, it lights up.

Now, I've decided the block should be chiselable, meaning I need to create variants of the block to house the different textures.

The fruits of my labors are as shown:

2019-06-29_03_41_09.thumb.png.2a7428cf2650ab8d108d4f7276c19384.png

item textures working, but not the block ones.

I based my code, and my json files, off of the vanilla code for dirt (dirt, coarse, podzol). I'd like to know what I can do to fix this. Relevant code is below.

BlockElementalLight.java

ItemBlockElementalLight.java

CommonProxy.java (I guess CommonProxies are a bad thing to have... oh well)

Blocks class

Edit: Error Logs

My json files follow the vanilla format so there is a separate blockstate, item model, and block model for each variant.

(they are each the same, except have the _glassless or _intricate suffix for those specific ones)

Here are the samples:

blockstates/light_elemental.json

{
    "variants": {
        "normal": { "model": "adjunct:light_elemental" }
    }
}

models/block/light_elemental.json

{
    "parent": "block/cube_all",
    "textures": {
        "all": "adjunct:blocks/light_elemental"
    }
}

models/item/light_elemental.json

{"parent": "adjunct:block/light_elemental"}

 

Also, to make this post EVEN longer, you know how I said I wanted these to be chiselable. Well, the whole chisel thing isn't working properly.

I have this (addVariations) function being ran from my init event.

	public static void addVariations(){
		addVariation("light_elemental", BlocksAdjunct.lightElemental, 0);
		addVariation("light_elemental", BlocksAdjunct.lightElemental, 1);
		addVariation("light_elemental", BlocksAdjunct.lightElemental, 2);
	}
	
	public static void addVariation(String group, Block block, int meta){
		NBTTagCompound tag = new NBTTagCompound();
		tag.setString("group", group);
		tag.setString("block", block.getRegistryName().toString());
		tag.setInteger("meta", meta);
		FMLInterModComms.sendMessage("chisel", "add_variation", tag);
	}

It seems to register the 0 metadata block as one that can enter the chisel, but it doesn't do the same for the 1 and 2 metadata blocks. When I replace the 1 and 2 metadata blocks with vanilla ones, the chiseling works flawlessly. Any help is appreciated.

 

Thanks.

Edited by onVoid
Solving
Posted

Logs?

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Posted
  On 6/29/2019 at 11:05 AM, onVoid said:

blockstates/light_elemental.json

{
    "variants": {
        "normal": { "model": "adjunct:light_elemental" }
    }
}

 

Expand  

You define the "glassless", "default" and "intricate" in your code, but only have "normal" in your block state.

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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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Posted
  On 7/2/2019 at 1:46 AM, Cadiboo said:

You define the "glassless", "default" and "intricate" in your code, but only have "normal" in your block state.

Expand  

Yeah, I did that because I was attempting to mirror vanilla, which has a different json for each block (which would be the default, glassless, and intricate ones) of dirt. Is that not doable for my situation?

Posted

you need to define all your variants in your block state. The variants can point to whatever models 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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Posted (edited)
  On 7/2/2019 at 10:26 AM, Cadiboo said:

you need to define all your variants in your block state. The variants can point to whatever models you want

Expand  

I have edited my light_elemental.json (in blockstates) to this:

{
    "variants": {
        "default": { "model": "adjunct:light_elemental" },
        "glassless": { "model": "adjunct:light_elemental_glassless" },
        "intricate": { "model": "adjunct:light_elemental_intricate" }
    }
}

yet the issue persists.

Edited by onVoid
Posted
  On 7/2/2019 at 6:40 PM, diesieben07 said:

Those are not your variants. Your block has a single property called variant with values default, glassless and intricate. Therefor your variants are variant=default, variant=glassless and variant=intricate. The log should indicate this to you, please read it.

 

Moreover, block metadata is gone in 1.13.x. I recommend to flatten your blocks already (i.e. use different blocks instead of one block with variant) to ease future updating.

Expand  

You're right. I've changed it now. Solved.

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  | 1.12.2             | WoolToString-1.12.2-1.0.0.jar                 | None                                     |     | L     | zombieawareness          | 1.12.1-1.11.16     | zombieawareness-1.12.1-1.11.16.jar            | None                                     |     | L     | betteranimalsplus        | 9.0.1              | betteranimalsplus-1.12.2-9.0.1.jar            | None                                     |     | L     | orelib                   | 3.6.0.1            | OreLib-1.12.2-3.6.0.1.jar                     | None                                     |     Loaded coremods (and transformers):  DCLoadingPlugin (DummyCoreUnofficial-2.4.112.3.jar)   DummyCore.ASM.DCASMManager HCASM (HammerLib-1.12.2-2.0.6.23.jar)   com.zeitheron.hammercore.asm.HammerCoreTransformer     Profiler Position: N/A (disabled)     Is Modded: Definitely; Server brand changed to 'fml,forge'     Type: Dedicated Server (map_server.txt)
    • Hey! I noticed you're trying to register your alexandrite item and possibly set its resource location manually with setId(...). I wanted to help clarify a few things that might simplify your code and avoid errors. ✅ The issue: You're using setId(...) inside the item registration like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties().useItemDescriptionPrefix() .setId(ResourceKey.create(Registries.ITEM, ResourceLocation.fromNamespaceAndPath(TutorialMod.MOD_ID, "alexandrite"))))); But: Item.Properties does not have a setId(...) method — this line will either fail or do nothing meaningful. useItemDescriptionPrefix() is mostly used for translation keys (like "item.modid.name") but isn't needed unless you have a very specific reason. 🛠 The fix: You only need to register your item like this:   public static final RegistryObject<Item> ALEXANDRITE = ITEMS.register("alexandrite", () -> new Item(new Item.Properties())); Forge automatically handles the ResourceLocation (modid:alexandrite) based on the name passed into .register(...), so there’s no need to manually assign it. 📝 For the texture: Make sure you have this file in your resources: src/main/resources/assets/tutorialmod/models/item/alexandrite.json { "parent": "item/generated", "textures": { "layer0": "tutorialmod:item/alexandrite" } } And your texture PNG goes here: src/main/resources/assets/tutorialmod/textures/item/alexandrite.png 🌍 For the name in-game: Add this to your en_us.json under: src/main/resources/assets/tutorialmod/lang/en_us.json { "item.tutorialmod.alexandrite": "Alexandrite" }   Note: if im wrong about the issues you are encountering, i apologize.
    • 🛠️ Fix for Transparent or Clipping Item Render Issues When Held in First Person (Forge 1.20+) Hey everyone! I recently ran into a frustrating bug while making a custom item (a rocket) for my Forge mod, and I’m sharing the fix because it’s a bit obscure — and it worked wonders. 💥 The Problem: My item rendered semi-transparent and see-through — but only in first person. It also clipped through nearby blocks when held, unlike default items like swords or leads. The texture file was confirmed to be fully opaque (alpha 255), so the issue wasn’t the PNG itself. Interestingly, when no texture was present and the default purple-black checkerboard appeared, the clipping issue disappeared. ✅ The Fix: I ended up resolving it by randomly trying something I found on a Forge forum post about block rendering. I added this property to my item's model JSON — even though it's typically only used for blocks: { "parent": "item/generated", "textures": { "layer0": "farbeyond:item/rocket_item" }, "render_type": "minecraft:cutout" } Boom. That single line forced the item to render using a proper opaque (cutout) layer, removing all the unwanted transparency and clipping behavior in first person. 🙌 Credit: I originally found the "render_type" trick mentioned here, in a block rendering context: 👉 https://forums.minecraftforge.net/topic/149644-1201-help-with-transparent-blocks/ Even though it was meant for blocks, I thought, why not try it on an item? And it worked! Big thanks to the poster — this fix wouldn’t have happened without that tip. Hopefully this helps anyone else stuck on a weird rendering bug like I was. This isn’t a common item solution, so feel free to share it further. I’d love to know if it works for you too.
    • Use Java 21 instead of Java 24   Also make a test without modernfix
    • Ive been on this world for 2 days now, my computer blue screens pretty often so maybe that has something to do with it. maybe just incompatible mods like a lot of people so im hoping someone more knowledgeable can help me find what i need to get rid of. thank you! paste bin
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