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Featured Replies

Ok, now its almost working , get the model, and the item.  The item looks fine,  the block is too dark. 

 

 

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?

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

 

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.

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)

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

model.jpg

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 by blinky000

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

 

 

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.

2 hours ago, jun2040 said:

@Yanny7 My textures not working... And I got this glitch(?) thing going on with my block.

2019-10-25_10.36.08.png

try this in your block:

@Override
public boolean isVariableOpacity() {
    return true;
}
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.

2019-10-25_10.36.08.png

 

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;
}

 

On 10/25/2019 at 10:29 PM, blinky000 said:

Did you try changing the DefaultVertexFormats

I cannot understand what you mean.

 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

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 by jun2040

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

 

  • 2 weeks later...
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 by jun2040

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