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weznon

[1.12] Can't figure out why my block doesn't render properly

By weznon, January 4, 2018 in Modder Support

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Posted January 4, 2018

The model in question: https://gist.github.com/Weznon/72a299489ba47f58689538b21138f4ae

 

The blockstate in question: https://gist.github.com/Weznon/95f991cc7baee9db98e08968b79d72e6

 

The end goal of the block is to have it's orientation change when placed to face the player, and then depending on 3 Boolean values, recolor 3 rectangles on the front block face using overlays.

So the front texture is

 koa3CZW.png

and when a certain boolean is true, the texture on the face of the block will turn to rhR7HRf.png

by setting an overlay texture to be a transparent texture with the purple rectangle.

 

When I load the world, I get

 wt2sd4t.png

 

 

I believe that the error is in my block model (might be wrong though), since when I changed the inventory variant to use a different block model the block rendered properly in my inventory.

 

I based the JSON off of the following post:

 

 

I have checked to make sure all the file names/locations are correct.

 

Thank you for the help, I've been stuck on this for a while and I can't figure out what's wrong.

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Draco18s    2092

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Posted January 4, 2018

Post the log. There will always be an error in the log about failed models/textures/blockstates.

 

In addition, I notice that your blockstate has 48 possible states, of which only 16 can be encoded in metadata (i.e. without using a TileEntity). The rest need to be encoded in either world information ("there is a solid block under me") or in a TileEntity.

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Posted January 4, 2018 (edited)

https://pastebin.com/wkeVU3Mp

 

Here is the log when i start up the client and load a world.

 

The booleans are encoded in a tile entity, and are recovered using an overrided getActualState. Only "facing" is stored in block metadata, the rest is in a tile entity. 

 

From looking through the log I don't see any errors, though I only gave it a cursory glance.

 

Edited January 4, 2018 by weznon
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larsgerrits    510

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Posted January 4, 2018

Show how you register your models.

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Posted January 4, 2018 (edited)
package com.weznon.blink.block;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraftforge.fml.common.registry.GameRegistry;
import net.minecraftforge.registries.IForgeRegistry;

public class ModBlocks {

    private static BlockHorde blockHorde = new BlockHorde().setCreativeTab(CreativeTabs.MATERIALS);
    private static BlockCounter blockCounter = new BlockCounter().setCreativeTab(CreativeTabs.MATERIALS);
    private static BlockTexture blockTexture = new BlockTexture().setCreativeTab(CreativeTabs.MATERIALS);
    private static BlockTextureFace blockTextureFace = new BlockTextureFace().setCreativeTab(CreativeTabs.MATERIALS);
    private static BlockBinaryCounter blockBinaryCounter = new BlockBinaryCounter().setCreativeTab(CreativeTabs.MATERIALS);
    private static BlockTextureBool blockTextureBool = new BlockTextureBool().setCreativeTab(CreativeTabs.MATERIALS);

    public static void register(IForgeRegistry<Block> registry) {
        registry.registerAll(
                blockHorde,
                blockCounter,
                blockTexture,
                blockTextureFace,
                blockBinaryCounter,
                blockTextureBool
        );

        GameRegistry.registerTileEntity(blockCounter.getTileEntityClass(), blockCounter.getRegistryName().toString());
        GameRegistry.registerTileEntity(blockBinaryCounter.getTileEntityClass(), blockBinaryCounter.getRegistryName().toString());

    }

    public static void registerItemBlocks(IForgeRegistry<Item> registry) {
        registry.registerAll(
                blockHorde.createItemBlock(),
                blockCounter.createItemBlock(),
                blockTexture.createItemBlock(),
                blockTextureFace.createItemBlock(),
                blockBinaryCounter.createItemBlock(),
                blockTextureBool.createItemBlock()
        );
    }

    public static void registerModels() {
        blockHorde.registerItemModel(Item.getItemFromBlock(blockHorde));
        blockCounter.registerItemModel(Item.getItemFromBlock(blockCounter));
        blockTexture.registerItemModel(Item.getItemFromBlock(blockTexture));
        blockTextureFace.registerItemModel(Item.getItemFromBlock(blockTextureFace));
        blockBinaryCounter.registerItemModel(Item.getItemFromBlock(blockBinaryCounter));
        blockTextureBool.registerItemModel(Item.getItemFromBlock(blockTextureBool));
    }

}

 

Above is where I do all the registration stuff for blocks

 

 

@Mod.EventBusSubscriber
    public static class RegistrationHandler {

        @SubscribeEvent
        public static void registerItems(RegistryEvent.Register<Item> event) {
            ModItems.register(event.getRegistry());
            ModBlocks.registerItemBlocks(event.getRegistry());

        }

        @SubscribeEvent
        public static void registerModels(ModelRegistryEvent event) {
            ModItems.registerModels();
            ModBlocks.registerModels();
        }

        @SubscribeEvent
        public static void registerBlocks(RegistryEvent.Register<Block> event) {
            ModBlocks.register(event.getRegistry());
        }
    }

Above is RegistrationHandler from my main mod class (Blink.java)

 

I have been following Shadowfacts modding tutorial, thats where i got this method of registering models

 

Source is at https://gitlab.com/weznon/minecraftBlink, just in case I forgot to paste anything.

 

All of the other blocks render properly

Edited January 5, 2018 by weznon
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Posted January 5, 2018 (edited)

I did some testing on my own and I I found the problem

 

In my block model JSON, i only had partially filled elements, ie 

{   "from": [ 0, 0, 0 ],
      "to": [ 16, 16, 16 ],
      "faces": {
        "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "tintindex": 0, "cullface": "north" },
      }
    }

In this JSON i dont define things to put on the other faces of the block

 

This caused the texture to go bad, you need to have all of the faces filled in. I made a blank texture and used that for all of the sides I do not want an overlay on.


 

{ "parent": "block/block",
  "elements": [
    {   "from": [ 0, 0, 0 ],
      "to": [ 16, 16, 16 ],
      "faces": {
        "down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#side",   "cullface": "down" },
        "up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#side",   "cullface": "up" },
        "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#base",   "cullface": "north" },
        "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#side",   "cullface": "south" },
        "west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#side",   "cullface": "west" },
        "east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#side",   "cullface": "east" }
      }
    },
    {   "from": [ 0, 0, 0 ],
      "to": [ 16, 16, 16 ],
      "faces": {
        "down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "down" },
        "up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "up" },
        "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay0", "cullface": "north" },
        "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "south" },
        "west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "west" },
        "east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "east" }
      }
    },
    {   "from": [ 0, 0, 0 ],
      "to": [ 16, 16, 16 ],
      "faces": {
        "down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "down" },
        "up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "up" },
        "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay0", "cullface": "north" },
        "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "south" },
        "west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "west" },
        "east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "east" }
      }
    },
    {   "from": [ 0, 0, 0 ],
      "to": [ 16, 16, 16 ],
      "faces": {
        "down":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "down" },
        "up":    { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "up" },
        "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay0", "cullface": "north" },
        "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "south" },
        "west":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "west" },
        "east":  { "uv": [ 0, 0, 16, 16 ], "texture": "#blank", "cullface": "east" }
      }
    }
  ]
}

 

is my blockmodel now and it works, some texture references are incorrect but the  gist is there.

 

thank you for the help

 

 

Edited January 5, 2018 by weznon
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