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Posted

Override Block#isOpaqueCube and return false.

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Posted
2 minutes ago, diesieben07 said:

Then you did something wrong. The method exists. Use your IDE to override.

This is my code for the block

public class JuiceMixer extends Block  {
    public JuiceMixer( ) {
        super(Properties.create(Material.IRON).sound(SoundType.METAL).hardnessAndResistance(3.0F,3.0F).lightValue(2));
        setRegistryName("juicemixer");
    }

}

i tried adding 

@Override
public boolean isOpaqueCube(){
    return false;
}

and it said 

Method does not override method from its superclass, i also tried using Control + O in intellij then searching for it and i couldnt find it. Please let me know if im doing something wrong

 

Posted
2 minutes ago, diesieben07 said:

Ah right, that method is final now. You need to override getRenderShape and return the proper shape for your block.

How would i get a proper shape for my block? Never done this before

Posted
19 minutes ago, diesieben07 said:

Look at how vanilla blocks create their VoxelShapes.

Ok cool, how do i make it so the floor is transparent? I got the model right, but the floor is transparetn

Posted
1 minute ago, diesieben07 said:

Please clarify what you are talking about. Show your code.


public class JuiceMixer extends Block  {
    protected static final VoxelShape SHAPE = Block.makeCuboidShape(0.0D, 0.0D, 0.0D, 16.0D, 7.0D, 16.0D);
    public JuiceMixer( ) {
        super(Properties.create(Material.IRON).sound(SoundType.METAL).hardnessAndResistance(3.0F,3.0F).lightValue(2));
        setRegistryName("juicemixer");
    }

    public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) {
        return SHAPE;
    }

    @Override
    public VoxelShape getRenderShape(BlockState state, IBlockReader reader, BlockPos pos) {
        return SHAPE;
    }
}

image.thumb.png.93dfefff67395339fb905bc23adcfafe.png

Posted
1 minute ago, diesieben07 said:

Well, your shape says that your block covers the ground completely (0 through 16 in both x and z direction). If that really were the case, the ground below it wouldn't need to be rendered.

You need to provide an accurate shape for Minecraft to render your block properly.

So i cant have the hitbox like that? Thats how i want it

Posted
7 minutes ago, diesieben07 said:

The hitbox (collision) is determined by Block#getCollisionShape. It is separate from the render shape (Block#getRenderShape) and you can return different values for the two.

Whats the easiest way to create aa voxel shape for my model? I have the model as an obj or json

 

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