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I'm planning to create 12 blocks, each with 3 sizes and 16 color variations, and I don't want to have to create hundreds of texture files to support all the variations. Each of the 12 blocks will have its own base texture that I want to just tint with another color. I have created an IBlockColor and successfully used it to change the color of the blocks, but the end result isn't good enough. For example, when I color some of the base textures with a dark blue, it basically ends up being black. I would like it to merely be tinted blue. I can achieve a slightly better color for those blocks by using a lighter shade of blue, but then the other blocks are too pale. I don't want to have to find a unique, perfect color for hundreds of blocks by trial and error.

 

Playing around in Photoshop, I can consistently get the effect I want by putting a colored layer with like 40% opacity over top of each texture. Is there a way to achieve this kind of effect in Minecraft?

You can have a json model with an overlay texture that is 40% transparent + an iblockcolors implementation + setting the render layer of your block. This should work. 

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Thank you for the reply. Does using RenderTypeLookup#setRenderLayer do the same thing as Block#getRenderLayer used to do? Or are they different things?

21 hours ago, Daeruin said:

Does using RenderTypeLookup#setRenderLayer do the same thing as Block#getRenderLayer used to do?

Yes. It also allows for multiple render types though.

About Me

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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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