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Particle effects for TESR


deerangle

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Particle textures are determined at BlockModelShapes#getTexture. If you inspect the method you will find out that it has hardcoded special cases for any vanilla block that has a TESR. Thus the only approach for you is to have a IBakedModel associated with your block. You don't actually need to have any quads in the model as long as you return the correct texture in IBakedModel#getParticleTexture and your block doesn't return INVISIBLE in Block#getRenderType(unfortunately returning invisible makes the particles have no texture) you will be fine. And yes, your model may specify a particle texture without specifying any quads and that is acheivable through json alone.

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27 minutes ago, V0idWa1k3r said:

unfortunately returning invisible makes the particles have no texture

Actually it makes them have the enchantment table runes texture, close to the same thing though

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This has definately helped me, but I am wondering: Is there a way to change the particle texture dynamically according to properties of the TileEntity? I have a sort of meta-block, but I store the "meta" inside the tileentity, because it doesn't fit into 4 bits. Can I use this "meta" stored in the TileEntity to dynamically display particles on break?

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3 minutes ago, deerangle said:

Can I use this "meta" stored in the TileEntity to dynamically display particles on break?

As long as it is also stored in the BlockState. 

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Okay, so i've got pretty much everything working, but I realized that the block state isn't loaded properly when opening the world. The TileEntity works fine, but the blockstate is incorrect until i break and replace the block. How can i use NBT-Stored data to change the blockstate accordingly when the world loads?

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2 hours ago, deerangle said:

How can i use NBT-Stored data to change the blockstate accordingly when the world loads?

Well, you need to make sure that NBT data is synced to the client upon world load. The TileEntity#getUpdatePacket, TileEntity#getUpdateTag, TileEntity#onDataPacket and TileEntity#handleUpdateTag are the methods you need.

You also need to make sure that your block actually constructs it's blockstate based on the data in the TE - use Block#getActualState for that.

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