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Transparent blocks appearing opaque (1.16.5)


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So I made an extension off the default minecraft glass block and it doesnt become transparent. Im updating my mod from 1.12.2 to 1.16.5 so I'm not too sure how I can do the transparencys I have. One block I have it where the textures dont connect, and another block I have it like ice

Heres the code (1.16) that doesnt make my glass block transparent. I'm tackling the easier issue first; the glass with connecting textures

	public static final RegistryObject<Block> BERYLGLASS = BLOCKS.register("beryl_glass", () -> new ModGlassBlock(AbstractBlock.Properties.of(Material.LEAVES).strength(0.3F).sound(SoundType.GLASS).noOcclusion().harvestTool(ToolType.PICKAXE).harvestLevel(1)));

And the glass block glass

public class ModGlassBlock extends GlassBlock{

	   public ModGlassBlock(AbstractBlock.Properties p_i48392_1_) {
		      super(p_i48392_1_);
	   }
}

The transparent textures appear solid. If someone could help that'd be great!

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4 hours ago, djofox said:

Heres the code (1.16) that doesnt make my glass block transparent. I'm tackling the easier issue first; the glass with connecting textures

I'm not sure what you mean by connecting the texture, but try to add notSolid to the block properties
and add a RenderTypeLookup to the block

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Posted (edited)
13 minutes ago, Luis_ST said:

I'm not sure what you mean by connecting the texture, but try to add notSolid to the block properties
and add a RenderTypeLookup to the block

Still nothing

public class ModGlassBlock extends GlassBlock{

	   public ModGlassBlock(AbstractBlock.Properties p_i48392_1_) {
		      super(p_i48392_1_);
	   }
	   public boolean isOpaqueCube() {
		   return false;
	   }
	   public boolean notSolid() {
		   return true;
	   }
}

2021-04-14_22_38_58.thumb.png.c8f5ad0299aee28a3de0799ae75c0ea8.png

Edited by djofox
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You will want to put this line in during the client setup event: 

RenderTypeLookup.setRenderLayer(BERYLGLASS, RenderType.getCutout());

EDIT: Actually you'll probably want to use getTranslucent instead:

RenderTypeLookup.setRenderLayer(BERYLGLASS, RenderType.getTranslucent());

That will cause a translucent effect similar to ice. The one I mentioned previously is just for non-translucents like glass.

Edited by VulpTheHorseDog
Edited because of inaccurate info.
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public class ModGlassBlock extends GlassBlock{

	   public ModGlassBlock(AbstractBlock.Properties p_i48392_1_) {
		      super(p_i48392_1_);
	   }
	   public boolean isOpaqueCube() {
		   return false;
	   }
	   public boolean notSolid() {
		   return true;
	   }
}

this will not work because Block or GlassBlock does not contain any of these methods

and I said add this (notSolid) to the block properties so to the following

public static final RegistryObject<Block> BERYLGLASS = BLOCKS.register("beryl_glass", 
       () ->newModGlassBlock(AbstractBlock.Properties.of(Material.LEAVES).strength(0.3F).sound(SoundType.GLASS)
                             .noOcclusion().harvestTool(ToolType.PICKAXE).harvestLevel(1)));

 

Edit: if I see that correctly you are using the latest Forge version (the one with the Mojang mappings),
which means notSolid is now called noOcclusion (I'm not 100% sure -> it could also be called differently)

Edited by Luis_ST
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Yes thank you it works now! I had noOcclusion before, but it didnt do anything. It was that I had to register the client side render.

I think forge has one of their things broken though, .cutout() doesnt work nor does .cutoutMipped, but  .translucent() does

 

Heres my code to see if I just did something wrong

	private void setup(final FMLCommonSetupEvent event) {
		RenderTypeLookup.setRenderLayer(BlockInit.BERYLGLASS.get(), RenderType.cutout());
		RenderTypeLookup.setRenderLayer(BlockInit.BERYLBLOCK.get(), RenderType.cutoutMipped());
		RenderTypeLookup.setRenderLayer(BlockInit.TREATEDCARBIDEBLOCK.get(), RenderType.translucent());
	}

and when I do this only the treated carbide block will appear translucent. When i have them all translucent and I place them beside eachother they look pretty weird, so if theres a fix for this that'd be great.

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12 hours ago, djofox said:

Heres my code to see if I just did something wrong

use the FMLClientSetupEvent and not the FMLCommonSetupEvent

 

12 hours ago, djofox said:

and when I do this only the treated carbide block will appear translucent.

set all RenderLayer to translucent (not cutout or cutoutMipped)

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On 4/16/2021 at 3:03 AM, djofox said:

Yes thank you it works now! I had noOcclusion before, but it didnt do anything. It was that I had to register the client side render.

I think forge has one of their things broken though, .cutout() doesnt work nor does .cutoutMipped, but  .translucent() does

 

Heres my code to see if I just did something wrong



	private void setup(final FMLCommonSetupEvent event) {
		RenderTypeLookup.setRenderLayer(BlockInit.BERYLGLASS.get(), RenderType.cutout());
		RenderTypeLookup.setRenderLayer(BlockInit.BERYLBLOCK.get(), RenderType.cutoutMipped());
		RenderTypeLookup.setRenderLayer(BlockInit.TREATEDCARBIDEBLOCK.get(), RenderType.translucent());
	}

and when I do this only the treated carbide block will appear translucent. When i have them all translucent and I place them beside eachother they look pretty weird, so if theres a fix for this that'd be great.

You seem to have skipped over the entire part where I listed that it was RenderType.getCutout(). Not cutout or cutoutMipped. Also like Luis_ST mentioned and I mentioned earlier, use the client setup event. Also there's no easy fix to them looking weird next to each other using the translucent render type. An example would be great though.

Edited by VulpTheHorseDog
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  • 2 weeks later...

Hello, I'm having a similar problem to the one described in this thread, but none of the advice here is helping me. I'm using the most recent version of Forge for 1.16.5. I've scanned dozens of old threads looking for answers, but the current version of Forge is apparently very different, and the old solutions I've come across are no longer applicable.

 I have a block which I have given the translucent RenderType in the same way as the original post:

private void clientSetup(final FMLClientSetupEvent event) {
        RenderTypeLookup.setRenderLayer(BlockList.CRYSTAL.get(), RenderType.translucent());
}

The above code does give the desired effect of making the block translucent, but it comes with undesirable side-effects that I am unable to resolve, which I will try to explain.

 

In my BlockList class, I initialize my block with this line of code:

public static final RegistryObject<Block> CRYSTAL = BLOCKS.register("crystal", () -> new Crystal(Block.Properties
		.of(Material.ICE)));

which produces the in-game result:

https://i.imgur.com/wuq6wf6.png

The block allows light through, but it culls the faces of adjacent opaque blocks, which I do not want it to.

 

Modifying the previous code to add the noOcclusion() property:

public static final RegistryObject<Block> CRYSTAL = BLOCKS.register("crystal", () -> new Crystal(Block.Properties
		.of(Material.ICE)
		.noOcclusion()));

results in a different undesired outcome:

https://i.imgur.com/6qTtCBr.png

The block is still translucent, but it renders faces between like blocks. It does not, however, suffer from the same culling issue as without the property.

 

Does anyone know how I might resolve this issue? Any help would be appreciated.

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1 hour ago, PopularGoat said:

The block is still translucent, but it renders faces between like blocks. It does not, however, suffer from the same culling issue as without the property.

your block needs to expand BreakableBlock

 

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