blinky000 Posted December 5, 2018 Share Posted December 5, 2018 My obj models pass light . opaque = false, fullBlock = false , fullCube = false , useNeighborBrightness = true; setLightOpacity(255); Quote Link to comment Share on other sites More sharing options...
V0idWa1k3r Posted December 5, 2018 Share Posted December 5, 2018 Could you please elaborate on your issue? I don't think I understand you here. Lighting code is completely unrelated to models. Quote Link to comment Share on other sites More sharing options...
blinky000 Posted December 6, 2018 Author Share Posted December 6, 2018 In the picture the block on the left has a torch under it, the others do not. This is what i mean about leaking light. It is a .obj model Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted December 8, 2018 Share Posted December 8, 2018 You want ambient occlusion I think. Can you show your block code please? Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme) Link to comment Share on other sites More sharing options...
blinky000 Posted December 9, 2018 Author Share Posted December 9, 2018 (edited) new YobBlockStdHorzCB("yb_roof_slope_"+i, Material.ROCK, Main.YOB_ROOFS_TAB, true, "yb_roof_slope","style=s"+i, CbShapes.SLOPE_ALL); public class YobBlockStdHorzCB extends YobBlockStandardImp implements IYbFacingHelper, IHasModel { private YobBlockStdCB[] blocks = new YobBlockStdCB[4]; public YobBlockStdHorzCB(String registryName, Material material, CreativeTabs tab, boolean hasItem, String location, String variant, ArrayList<AxisAlignedBB>[] cbList) { super(registryName, material, tab, hasItem, new ModelResourceLocation(Reference.MODID+":"+location,"facing=north,"+variant),true,false,false ); String var; for(int i=0 ; i<4 ; i++) { if(variant == ""){ var = "facing=" + (EnumFacing.VALUES[i+2]).toString().toLowerCase(); } else var = "facing=" + (EnumFacing.VALUES[i+2]).toString().toLowerCase() + "," + variant; this.blocks[i] = new YobBlockStdCB(registryName +"_"+ (EnumFacing.VALUES[i+2]).toString().toLowerCase(), material, tab, false, location , var, cbList[i]); } } @Override public void onBlockPlacedBy(World world, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack){ EnumFacing playerFacing = getPlayerFacing(pos, placer); System.out.println("-------------------------------------------------------------------stdHrz placed"); if(playerFacing.ordinal() > 1 ) world.setBlockState(pos, this.blocks[playerFacing.ordinal() - 2].getDefaultState(),2); } } public class YobBlockStdCB extends YobBlockStandardImp implements IHasModel, isDestroyable{ private ArrayList<AxisAlignedBB> cBoxList; public YobBlockStdCB(String registryName, Material material, CreativeTabs tab, boolean hasItem, String location, String varient, ArrayList<AxisAlignedBB> cBoxList) { super(registryName, material, tab, hasItem, new ModelResourceLocation(Reference.MODID + ":" + location,varient),true,false,false); this.cBoxList = cBoxList; } @Override @SideOnly(Side.CLIENT) // choices are : CUTOUT, CUTOUT_MIPPED, SOLID, TRANSLUCENT public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT_MIPPED; } @Override public void addCollisionBoxToList(IBlockState state, World worldIn, BlockPos pos, AxisAlignedBB entityBox, List<AxisAlignedBB> collidingBoxes, Entity entityIn, boolean isActualState) { for( AxisAlignedBB aabb: getCollisionBoxList(state)){ addCollisionBoxToList(pos, entityBox, collidingBoxes, aabb); } } protected List<AxisAlignedBB> getCollisionBoxList(IBlockState state) { return this.cBoxList; } @Override public RayTraceResult collisionRayTrace(IBlockState blockState, World worldIn, BlockPos pos, Vec3d start, Vec3d end){ List<RayTraceResult> list = Lists.<RayTraceResult>newArrayList(); if(blockState == null) { System.out.println("Block State Error!"); } for (AxisAlignedBB axisalignedbb : getCollisionBoxList(blockState)){ list.add(this.rayTrace(pos, start, end, axisalignedbb)); } RayTraceResult raytraceresult1 = null; double d1 = 0.0D; for (RayTraceResult raytraceresult : list){ if (raytraceresult != null){ double d0 = raytraceresult.hitVec.squareDistanceTo(end); if (d0 > d1){ raytraceresult1 = raytraceresult; d1 = d0; } } } return raytraceresult1; } } public class YobBlockStandardImp extends YobBlockImp implements IHasModel{ protected boolean hasItem; private boolean opaque = true, fullBlock = true, fullCube = true; public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab) { this(registryName, material,tab, true, new ModelResourceLocation("yabm:"+registryName,""), true, true, true); } public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, String modelLocation) { this(registryName, material, tab, true, new ModelResourceLocation(modelLocation,""), true, true, true); } public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, boolean hasItem ,ModelResourceLocation modelLocation) { this(registryName, material, tab, true, modelLocation, true, true, true); } public YobBlockStandardImp(String registryName, Material material,CreativeTabs tab, boolean hasItem ,ModelResourceLocation modelLocation, boolean opaque, boolean fullBlock, boolean fullCube) { super(registryName, registryName, material, tab, hasItem, modelLocation); this.hasItem = hasItem; this.opaque = opaque; this.fullBlock = fullBlock; this.fullCube = fullCube; this.useNeighborBrightness = true; this.setLightOpacity(255); } @Override public boolean isOpaqueCube(IBlockState state){ return this.opaque; } @Override public boolean isFullBlock(IBlockState state){ return this.fullBlock; } @Override public boolean isFullCube(IBlockState state) { return this.fullCube; } @Override public void onBlockDestroyedByPlayer(World world, BlockPos pos, IBlockState state) { System.out.println("YobBlockStandardImp"); } @Override public void registerModels() { //Main.proxy.registerItemRenderer(Item.getItemFromBlock(this), 0, "inventory"); ModelLoader.setCustomStateMapper(this,new CustomStateMapperBase(this.getModelLocation())); if(this.hasItem) Main.proxy.registerItemRenderer(this, 0, this.getModelLocation().getVariant()); } } After making sure that it has isOpaueCube return true , left hand corner showing light. Not as bad as it was but not good. (i changed the texture ) Edited December 9, 2018 by blinky000 Quote Link to comment Share on other sites More sharing options...
blinky000 Posted December 9, 2018 Author Share Posted December 9, 2018 forget what i said about isOpaqueCube , if i make that true, removes faces from block next to it Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted December 9, 2018 Share Posted December 9, 2018 Your code is really messed up and you should really clean it up. Have you tried returning true from useNeighborBrightness? Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme) Link to comment Share on other sites More sharing options...
blinky000 Posted December 9, 2018 Author Share Posted December 9, 2018 I'm open to constructive criticism, how is it mess up? Any way this is what is set on the block (i made an in game query tool ) +++++++++ meta: 0 Block: yabm:yb_roof_slope_3_east BB: box[0.0, 0.0, 0.0 -> 1.0, 1.0, 1.0] Harndess: 0.0 Material: net.minecraft.block.material.Material@12145061 Opacity: 255 LightValue: 0 CB: box[0.0, 0.0, 0.0 -> 1.0, 1.0, 1.0] useNeighborBrightness: true Opaque: false Full Cube: false Full Block: false Block Layer: Mipped Cutout Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted December 9, 2018 Share Posted December 9, 2018 41 minutes ago, blinky000 said: I'm open to constructive criticism, how is it mess up? IHasModel, Abreviations in the class name, client side stuff in common code, why not just let subclasses @Override the stuff to do with light instead of having variables Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme) Link to comment Share on other sites More sharing options...
blinky000 Posted December 9, 2018 Author Share Posted December 9, 2018 Never did like IHasModel, came from a tutorial on 1.12. and yeahi need to i think about more code- wise . what about the light? i missing some setting. Quote Link to comment Share on other sites More sharing options...
Cadiboo Posted December 9, 2018 Share Posted December 9, 2018 I guess you could look at the code in stairs? Also, light opacity is between 0-15. This actually might be your problem, I seem to remember that too-heigh values result in weird behaviour Quote About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme) Link to comment Share on other sites More sharing options...
blinky000 Posted December 10, 2018 Author Share Posted December 10, 2018 (edited) Just looked at some stairs, in a vanilla 12.2 and 13.2 , stairs pass light just like my custom blocks. So i guess that's the way it is. Unless of course it's my vid card, but i kinda doubt it Edited December 10, 2018 by blinky000 Quote Link to comment Share on other sites More sharing options...
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