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[SOLVED] Minecraft Vanilla Block Rendering


WOLFI3654

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You don't need a TESR for this. GreyGhost created an example mod of how to use the baked model system to render as another block.

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1

I've even taken this code myself and adapted it to fiddle around with an idea.

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51 minutes ago, Draco18s said:

You don't need a TESR for this. GreyGhost created an example mod of how to use the baked model system to render as another block.

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1

I've even taken this code myself and adapted it to fiddle around with an idea.

Not exactly what I need. I want to have a Block rendering a structure into my world. But for this I Need somehow a way to get a ResourceLocation from a Block and its data

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Likely that would be new ResourceLocation(Block#getRegistryName())

 

But then you'd have to load the block's blockstate and model files yourself to try and find textures. Any given block can have as many textures as it wants for as many blockstates as it wants.

 

Alternatively, you can get it's baked quads like so:

 

https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1/CamouflageBakedModel.java#L63-L67

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Registry name -> Blockstate(s)

Blockstate -> Model(s)

Model -> Texture(s)

 

These are the only valid assumptions you can make. You can't jump from the registry name to a texture. You have to use the registry name (in combination with a StateMapper) to get the blockstate variants from the blockstate file(s). From there you can retrieve a model.

 

Then you need to parse the model for a list of textures

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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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5 minutes ago, Draco18s said:

Registry name -> Blockstate(s)

Blockstate -> Model(s)

Model -> Texture(s)

Okay...
First I get the Blockstate I Need with

myBlock = Block.getBlockById(ID) 

and

state = myBlock.getStateFromMeta(META)


after that I can get the Model with

blockModelShapes.getModelForState(state)


But what is the next step? How can I bind a texture for my rendering? there is no method which Looks like it could give me a ResourceLocation

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53 minutes ago, WOLFI3654 said:

Okay...
First I get the Blockstate I Need with


myBlock = Block.getBlockById(ID) 

and


state = myBlock.getStateFromMeta(META)

 

You shouldn't be using IDs or metadata directly.

 

54 minutes ago, WOLFI3654 said:

But what is the next step? How can I bind a texture for my rendering? there is no method which Looks like it could give me a ResourceLocation

That gives you an IBakedModel object which is a series of quads. I believe that the texture will be bound for you when you go to render it.

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Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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2 minutes ago, Draco18s said:

You shouldn't be using IDs or metadata directly.

I'm using the WorldEditAPI to load a schematic and it only serves me with raw types.

 

3 minutes ago, Draco18s said:

That gives you an IBakedModel object which is a series of quads. I believe that the texture will be bound for you when you go to render it.

You're right. There is a List with several BakedQuads. And they have a method which gives you the vertex data.
How should I implement These? and where should I read the list?

 

 

Current code:

Spoiler

private void renderBlock(BaseBlock blocks, Vector vec) {
		WorldRenderer wr = Tessellator.getInstance().getWorldRenderer();
        wr.begin(7, DefaultVertexFormats.POSITION_TEX);
        
//        MinecraftForge
        // Base
        Minecraft mc = Minecraft.getMinecraft();

        BlockRendererDispatcher blockRendererDispatcher = mc.getBlockRendererDispatcher();

        BlockModelShapes blockModelShapes = blockRendererDispatcher.getBlockModelShapes();

        IBakedModel copiedBlockModel = blockModelShapes.getModelForState(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
        copiedBlockModel.getGeneralQuads().get(0).
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation(Block.getBlockById(blocks.getId()).getRegistryName()));
//        Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("minecraft:textures/blocks/"+Block.getStateById(blocks.getId()).getBlock().getUnlocalizedName().substring(5)+".png"));
        // -Z
//        wr.addVertexData(copiedBlockModel.getGeneralQuads().get(0).getVertexData());
        wr.setTranslation(0, 0, -1);
        wr.pos(1.0, 0.0, 0.0).tex(0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +Z
        wr.setTranslation(0, 0, 1);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -X
        wr.setTranslation(-1, 0, 0);
        wr.pos(0.0, 0.0, 0.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +X
        wr.setTranslation(1, 0, 0);
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -Y
        wr.setTranslation(0, -1, 0);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 0.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 0.0).endVertex();
        // +Y
        wr.setTranslation(0, 1, 0);
        wr.pos(1.0, 1.0, 1.0).tex( 0.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex( 1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex( 1.0, 0.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex( 0.0, 0.0).endVertex();
        Tessellator.getInstance().draw();
		
	}

 

 

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On ‎09‎.‎07‎.‎2017 at 8:17 PM, Draco18s said:

You shouldn't be using IDs or metadata directly.

 

That gives you an IBakedModel object which is a series of quads. I believe that the texture will be bound for you when you go to render it.

 

On ‎09‎.‎07‎.‎2017 at 8:23 PM, WOLFI3654 said:

I'm using the WorldEditAPI to load a schematic and it only serves me with raw types.

 

You're right. There is a List with several BakedQuads. And they have a method which gives you the vertex data.
How should I implement These? and where should I read the list?

 

 

Current code:

  Reveal hidden contents


private void renderBlock(BaseBlock blocks, Vector vec) {
		WorldRenderer wr = Tessellator.getInstance().getWorldRenderer();
        wr.begin(7, DefaultVertexFormats.POSITION_TEX);
        
//        MinecraftForge
        // Base
        Minecraft mc = Minecraft.getMinecraft();

        BlockRendererDispatcher blockRendererDispatcher = mc.getBlockRendererDispatcher();

        BlockModelShapes blockModelShapes = blockRendererDispatcher.getBlockModelShapes();

        IBakedModel copiedBlockModel = blockModelShapes.getModelForState(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
        copiedBlockModel.getGeneralQuads().get(0).
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation(Block.getBlockById(blocks.getId()).getRegistryName()));
//        Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelShapes().getTexture(Block.getBlockById(blocks.getId()).getStateFromMeta(blocks.getData()));
//        Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("minecraft:textures/blocks/"+Block.getStateById(blocks.getId()).getBlock().getUnlocalizedName().substring(5)+".png"));
        // -Z
//        wr.addVertexData(copiedBlockModel.getGeneralQuads().get(0).getVertexData());
        wr.setTranslation(0, 0, -1);
        wr.pos(1.0, 0.0, 0.0).tex(0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +Z
        wr.setTranslation(0, 0, 1);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -X
        wr.setTranslation(-1, 0, 0);
        wr.pos(0.0, 0.0, 0.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 1.0).tex(  1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex(  1.0, 0.5).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex(  0.0, 0.5).endVertex();
        // +X
        wr.setTranslation(1, 0, 0);
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex(  1.0, 0.5).endVertex();
        wr.pos(1.0, 1.0, 1.0).tex(  0.0, 0.5).endVertex();
        // -Y
        wr.setTranslation(0, -1, 0);
        wr.pos(0.0, 0.0, 1.0).tex(  0.0, 1.0).endVertex();
        wr.pos(0.0, 0.0, 0.0).tex(  1.0, 1.0).endVertex();
        wr.pos(1.0, 0.0, 0.0).tex(  1.0, 0.0).endVertex();
        wr.pos(1.0, 0.0, 1.0).tex(  0.0, 0.0).endVertex();
        // +Y
        wr.setTranslation(0, 1, 0);
        wr.pos(1.0, 1.0, 1.0).tex( 0.0, 1.0).endVertex();
        wr.pos(1.0, 1.0, 0.0).tex( 1.0, 1.0).endVertex();
        wr.pos(0.0, 1.0, 0.0).tex( 1.0, 0.0).endVertex();
        wr.pos(0.0, 1.0, 1.0).tex( 0.0, 0.0).endVertex();
        Tessellator.getInstance().draw();
		
	}

 

 

Can you please answer my question or give me a little hint?
I've tried using the BlockModelRenderer but still failing.

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