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[1.15.2] Help with custom TextureAtlasSprite


Zemelua
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After some research, I found that TextureStitchEvent.Pre should be linked to AtlasTexture.LOCATION_BLOCKS_TEXTURE, but I would like to use this Sprite as a dynamic texture in IBakedModel. In other words, is there a way to dynamically associate it with AtlasTexture.LOCATION_BLOCKS_TEXTURE, or any other way?
I also looked at how vanilla reads "texture": "modid: block / mod_block", but as far as I can see, it's all tied to AtlasTexture.LOCATION_BLOCKS_TEXTURE, which is confusing.

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You need to register any custom textures (i.e. ones not used in models) in TextureStitchEvent.Pre (check that the texture map is the correct one).

If you have a custom model, you can also return the textures from IModelGeometry#getTextures (in that case you don't need to register them with the TextureStitchEvent).

 

Then you can use AtlasTexture#getSprite to get the TextureAtlasSprite.

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Thank you! It was also possible to create a list of ResourceLocations when deserializing Json and register them one by one with TextureStitchEvent.Pre, but it was possible to realize it by recreating a list of RenderMaterials from all ResourceLocations with IModelGeometry # getTextures.

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