Posted May 7, 20205 yr Hello, I'm having a render problem with a block... when you look at the top from a very low angle you can see through the top of my block: https://imgur.com/a/VUA2dnV. In the image you can see that the purple symbol on the top is still visible. This is because it sits on a different quad than the rest of the blocks top. there is a square with this purple symbol with zero thickness 0.1 pixels above the top of the block. I'm doing this because the symbol gets rendered at full brightness using IBakedModel (This is why it seems like its glowing). I have set the rendertype for the entire block to translucent because the square has zero alpha pixels and 20 alpha pixels. Maybe it has something to do with me setting the render type of the block to translucent? I only really need this one quad with the symbol to be rendered translucent, is it possible to only render a single quad translucent and the rest solid?
May 7, 20205 yr Howdy Yeah it could be related to that. It is possible to render one quad translucent and the rest solid using a forge multilayer block. You could look at this working example here: https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe05_block_advanced_models -TGG
May 7, 20205 yr Author I have tried the multi layer model but it wont render the translucent part... The solid part is there though "translucent": { "textures": { "3": "witchcraftmod:blocks/modelled/ritual_stone/4" }, "elements": [ { "from": [3, 12.1, 3], "to": [13, 12.1, 13], "faces": { "north": {"uv": [0, 0, 8, 0], "texture": "#3"}, "east": {"uv": [0, 0, 8, 0], "texture": "#3"}, "south": {"uv": [0, 0, 8, 0], "texture": "#3"}, "west": {"uv": [0, 0, 8, 0], "texture": "#3"}, "up": {"uv": [0, 0, 16, 16], "texture": "#3"}, "down": {"uv": [0, 0, 8, 8], "texture": "#3"} } } ] } This is the translucent part, in the game its just not there at all The texture is definitely correct though
May 7, 20205 yr I'm think you might need to use RenderTypeLookup.setRenderLayer(youblock, RenderType.getTranslucent()); Edited May 8, 20205 yr by poopoodice
May 8, 20205 yr Try this: // does the Glass Lantern render in the given layer (RenderType) - used as Predicate<RenderType> lambda for setRenderLayer public static boolean isGlassLanternValidLayer(RenderType layerToCheck) { return layerToCheck == RenderType.getCutout() || layerToCheck == RenderType.getTranslucent(); } -TGG
May 8, 20205 yr Author It's still not putting the translucent texture onj the block... It does work on the blockitem though. I have tried only having it render the translucent part and that worked so it seems like the block cant have more than one RenderType at once... Any other ideas? If nothing works i will try using a TESR
May 8, 20205 yr 7 minutes ago, xX_deadbush_Xx said: It's still not putting the translucent texture onj the block... It does work on the blockitem though. I have tried only having it render the translucent part and that worked so it seems like the block cant have more than one RenderType at once... Any other ideas? If nothing works i will try using a TESR Blocks can have more than one render layer. Have you tried TheGreyGhost’s solution? Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
May 8, 20205 yr Author 1 minute ago, DavidM said: Blocks can have more than one render layer. Have you tried TheGreyGhost’s solution? Yes but it is still not rendering the translucent part on the block (on the item it works for some reason)
May 8, 20205 yr Please post your code. Some tips: Spoiler Modder Support: Spoiler 1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code. 2. Always post your code. 3. Never copy and paste code. You won't learn anything from doing that. 4. Quote Programming via Eclipse's hotfixes will get you nowhere 5. Learn to use your IDE, especially the debugger. 6. Quote The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it. Support & Bug Reports: Spoiler 1. Read the EAQ before asking for help. Remember to provide the appropriate log(s). 2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.
May 8, 20205 yr Author Model json: https://pastebin.com/t0GwXURU RenderType: //in client setup RenderTypeLookup.setRenderLayer(ModBlocks.RITUAL_STONE.get(), RenderHelper::isSolidOrTranslucent); //in RenderHelper public static boolean isSolidOrTranslucent(RenderType layerToCheck) { return layerToCheck == RenderType.getSolid() || layerToCheck == RenderType.getTranslucent(); } Is there anything else I need to do?
May 8, 20205 yr Hi BTW your translucent texture should only have the up face, and none of the others on that element. If it renders translucent in item but not block, it's almost certainly a renderlayer problem. Are you sure the setRenderLayer is being executed and the RITUAL_STONE is correct? What happens if you swap the order of translucent and solid? It shouldn't matter, but it might show up a subtle problem in your json. You could consider simplifying your model to two simple elements then putting a breakpoint into MultiLayerModel.Loader to see whether your json file is being parsed as you expect You could try putting a breakpoint into isSolidOrTranslucent and seeing if it's called when you place your block into the world; alternatively in ChunkRenderDispatcher::compile with a conditional breakpoint, or in MultiLayerModel::getQuads to see whether the quads are being rendered (and you just can't see them). Painful trial and error was the only way that worked for me unfortunately -TGG
May 8, 20205 yr Author Okay I think I just figured out what the problem is. As I said I'm rendering the top texture at full brightness and appearently that works differently for MultiLayerModels. I will see if I can figure out how to make it work for MultiLayerModels too. Thank you for your help
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