Jump to content

Recommended Posts

Posted (edited)

In my mods i work on increasing the number of different slabs, stairs, walls, buttons and pressureplates to match all solid 16 colors materials (concrete, wool, terracotta and glazed terracotta = 64 different textures) and most of the different stone-types (about 24 different textures).

 

Now i have a question about stairs and buttons out of glazed terracotta (to reproduce the textures-behavior of the glazed terracotta blocks):

They already use horizontal facing for their model-rotation.

Maybe i can add a seccond similar blockstate (may named "texture_facing") and all needed model jsons and a blockstate-json, that provides all possible combinations of the two blockstate-sets.

How can i make it possible to handle all theese states ingame at placing the block?

Edited by Drachenbauer
Posted (edited)

bump

 

I still need help here

 

Edit:

maybe for the stairs i can make the texture rotation react on rightclick on the placed block.

But how do i code this in the class for this block?

 

And for the button:

How can i make the targeted button block react to pressing a key on the keybord?

Maybe using a letter, that is not already used in the actual game controls to switch between the models with the different rotated textures.

Edited by Drachenbauer

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.