October 25, 20195 yr Ok, now its almost working , get the model, and the item. The item looks fine, the block is too dark.
October 25, 20195 yr 28 minutes ago, blinky000 said: Ok, now its almost working , get the model, and the item. The item looks fine, the block is too dark. What is your "Kd" property set to in the .mtl?
October 25, 20195 yr newmtl Material1 Ka 1.000000 1.000000 1.000000 Kd 1.000000 1.000000 1.000000 d 1.000000 d 1.0 map_Kd minecraft:blocks/stone_bricks 2nd problem can't get it to use minecraft textures, tried with / without doman , and with/without blocks
October 25, 20195 yr 23 minutes ago, blinky000 said: newmtl Material1 Ka 1.000000 1.000000 1.000000 Kd 1.000000 1.000000 1.000000 d 1.000000 d 1.0 Hmmm... Those values work just fine for me... Don't know what could be the issue there... 25 minutes ago, blinky000 said: map_Kd minecraft:blocks/stone_bricks 2nd problem can't get it to use minecraft textures, tried with / without doman , and with/without blocks Back in 1.13, Mojang dropped the plural off alot of the directories. So textures/blocks is now textures/block.
October 25, 20195 yr so i did get the stone block, when placed in game was totally messed up, thinking it might have to with texture size, or maybe it doesn't parse my .obj files like it did it 1.12 (using kHed)
October 25, 20195 yr 11 minutes ago, blinky000 said: so i did get the stone block, when placed in game was totally messed up, thinking it might have to with texture size, or maybe it doesn't parse my .obj files like it did it 1.12 (using kHed) It's strange, it looks perfectly fine in inventory and all views int the players hands
October 25, 20195 yr @Yanny7 My textures not working... And I got this glitch(?) thing going on with my block.
October 25, 20195 yr That's exactly my problem, i temporarily fixed the taking out the side or floor setting the voxel shape starts .0001 and ends .999 (stupid fix i know) Edited October 25, 20195 yr by blinky000
October 25, 20195 yr another problem of mine is some textures work orthers don't , and they are all the same size
October 25, 20195 yr 8 hours ago, Yanny7 said: Using perspective handling from previous post I just got working block & item rendering from custom OBJ model, there is code snipped if it helps: private static final TRSRTransformation THIRD_PERSON_BLOCK = Transforms.convert(0, 2.5f, 0, 75, 45, 0, 0.375f); private static final ImmutableMap<TransformType, TRSRTransformation> BLOCK_TRANSFORMS = ImmutableMap.<TransformType, TRSRTransformation>builder() .put(TransformType.GUI, Transforms.convert(0, 0, 0, 30, 225, 0, 0.625f)) .put(TransformType.GROUND, Transforms.convert(0, 3, 0, 0, 0, 0, 0.25f)) .put(TransformType.FIXED, Transforms.convert(0, 0, 0, 0, 0, 0, 0.5f)) .put(TransformType.THIRD_PERSON_RIGHT_HAND, THIRD_PERSON_BLOCK) .put(TransformType.THIRD_PERSON_LEFT_HAND, Transforms.leftify(THIRD_PERSON_BLOCK)) .put(TransformType.FIRST_PERSON_RIGHT_HAND, Transforms.convert(0, 0, 0, 0, 45, 0, 0.4f)) .put(TransformType.FIRST_PERSON_LEFT_HAND, Transforms.convert(0, 0, 0, 0, 225, 0, 0.4f)) .build(); @SubscribeEvent public static void onModelBakeEvent(ModelBakeEvent event) { try { IUnbakedModel model = ModelLoaderRegistry.getModelOrLogError(new ResourceLocation("toomanyores:block/water_wheel.obj"), "Missing water wheel model"); if (model instanceof OBJModel) { IBakedModel bakedModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), true), DefaultVertexFormats.BLOCK); IBakedModel bakedInvModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), true), DefaultVertexFormats.ITEM); bakedInvModel = new PerspectiveMapWrapper(bakedInvModel, BLOCK_TRANSFORMS); event.getModelRegistry().put(new ModelResourceLocation("toomanyores:waterwheel", ""), bakedModel); event.getModelRegistry().put(new ModelResourceLocation("toomanyores:waterwheel", "inventory"), bakedInvModel); } } catch (Exception e) { e.printStackTrace(); } } I changed : IBakedModel bakedModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), true), DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL); from DefaultVertexFormats.BLOCK I still had to use : @SubscribeEvent public static void onPreTextureStitch(TextureStitchEvent.Pre event) { event.addSprite( ResourceLocation.tryCreate("yabmm:block/rose_quartz_panel")); } BUT, only if the texture had not been previously used on a resisted block. I assume its a timing thing
October 25, 20195 yr You have to register it in TextureStitchEvent.Pre if this texture was not used by another block/whatever. Only used textures are registered, not all in your textures folder.
October 25, 20195 yr 2 hours ago, jun2040 said: @Yanny7 My textures not working... And I got this glitch(?) thing going on with my block. try this in your block: @Override public boolean isVariableOpacity() { return true; }
October 25, 20195 yr @Yanny7 I am using TextureStitchEvent.Pre but it's not working. The lighting works now tho. Thanks.
October 26, 20195 yr On 10/25/2019 at 5:09 AM, jun2040 said: @Yanny7 My textures not working... And I got this glitch(?) thing going on with my block. This should fix that problem, the method is marked as deprecated yet the game uses it. *sigh* Mojang... @Override public boolean isSolid(BlockState p_200124_1_) { return false; }
October 28, 20195 yr On 10/25/2019 at 10:29 PM, blinky000 said: Did you try changing the DefaultVertexFormats I cannot understand what you mean.
October 28, 20195 yr IBakedModel bakedModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), true), DefaultVertexFormats.BLOCK); I used DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL on the block bake instead of BLOCK
October 30, 20195 yr On 10/28/2019 at 6:48 PM, blinky000 said: IBakedModel bakedModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), true), DefaultVertexFormats.BLOCK); I used DefaultVertexFormats.POSITION_TEX_COLOR_NORMAL on the block bake instead of BLOCK I did that and it doesn't work. It seems like the objLoader is not trying to find .obj. Its searching for the json file. [09:50:30] [Server-Worker-6/WARN] [minecraft/ModelBakery]: Unable to load model: 'unixmod:block/fabricator.obj' referenced from: unixmod:fabricator#: java.io.FileNotFoundException: unixmod:models/block/fabricator.obj.json [09:50:31] [Server-Worker-6/WARN] [minecraft/ModelBakery]: Unable to load model: 'unixmod:fabricator#inventory' referenced from: unixmod:fabricator#inventory: java.io.FileNotFoundException: unixmod:models/item/fabricator.json Edited October 30, 20195 yr by jun2040
October 30, 20195 yr Blockstate: { "forge_marker": 1, "defaults": { }, "variants": { "": [{"model": "yabmm:block/test_block"}] } test_block.json: { "model": "yabmm:test_block.obj" so you have a <model..json AND a <model>.obj
November 11, 20195 yr Author On 11/10/2019 at 8:49 AM, jun2040 said: Does anyone know how to bake multiple models? Assuming nothing has changed between 1.14 version, take a look at this: #onModelBakeEvent.
November 19, 20195 yr On 11/11/2019 at 10:53 PM, TheMikeste1 said: Assuming nothing has changed between 1.14 version, take a look at this: #onModelBakeEvent. Is copy-pasting the entire code the only way to bake multiple models? This is the code: try { IUnbakedModel model = ModelLoaderRegistry.getModelOrLogError(new ResourceLocation("toomanyores:block/water_wheel.obj"), "Missing water wheel model"); if (model instanceof OBJModel) { IBakedModel bakedModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), true), DefaultVertexFormats.BLOCK); IBakedModel bakedInvModel = model.bake(event.getModelLoader(), ModelLoader.defaultTextureGetter(), new BasicState(model.getDefaultState(), true), DefaultVertexFormats.ITEM); bakedInvModel = new PerspectiveMapWrapper(bakedInvModel, BLOCK_TRANSFORMS); event.getModelRegistry().put(new ModelResourceLocation("toomanyores:waterwheel", ""), bakedModel); event.getModelRegistry().put(new ModelResourceLocation("toomanyores:waterwheel", "inventory"), bakedInvModel); } Do I have to copy this code and paste it to bake new models? Edited November 19, 20195 yr by jun2040
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