Jump to content

[1.16] How to dynamically change the texture of blocks individually


Recommended Posts

Posted

I want to dynamically change the texture of blocks individually. I've found it to be good to use the IBakedModel for this, but I have no idea exactly where or what to do. Is it possible to refer to the modeling of normal vanilla blocks? Also, if you have any sample code or tutorials for that, please do.

Posted (edited)

When you mean dynamically change:

Is it a random change ? Do you configure texture in the block ? Does it have a small possibilities or can it be any block texture ?

Depending of the case, you'd want to use blockstate or tileentities or neither.

 

Concerning the render, you need custom IModelLoader, IModelGeometry and/or IDynamicBakedModel

Edited by QuantumSoul
Posted

For example, when the blocks are placed side by side in 2x1, the specified texture is drawn on the 2x1 surface. In other words, right.png is used as the texture if the same block is located at x + 1, and left.png is used as the texture if it is located at x-1. However, the 2x1 rectangular parallelepiped is 1x1 in some respects, so you need to use normal.png as the texture. I'm not sure how to use IModelLoader, IModelGeometry, and IDynamicBakedModel. How can I specifically overwrite the texture of the specified face?

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.