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[1.12.2] Wall blockstates model using forge marker


JimiIT92

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In forge 1.10.2 i used a json file like this to define the blockstates for my custom wall and everything worked fine (this comes from the vanilla cobblestone wall blockstates file)
 

{
    "multipart": [
        {   "when": { "up": "true" },
            "apply": { "model": "cobblestone_wall_post" }
        },
        {   "when": { "north": "true" },
            "apply": { "model": "cobblestone_wall_side", "uvlock": true }
        },
        {   "when": { "east": "true" },
            "apply": { "model": "cobblestone_wall_side", "y": 90, "uvlock": true }
        },
        {   "when": { "south": "true" },
            "apply": { "model": "cobblestone_wall_side", "y": 180, "uvlock": true }
        },
        {   "when": { "west": "true" },
            "apply": { "model": "cobblestone_wall_side", "y": 270, "uvlock": true }
        }
    ]
}

 

If i change the model defined there to my mod's model everything is fine. But now i'm trying to create the models for my wall using the forge blockstates system because i want to learn more about this system :) I ended up with this json file, wich is fine unless you connect two walls.
 

{
    "forge_marker": 1,
    "defaults": {
        "textures": {
            "wall": "mineworld:blocks/marble_white"
        },
        "model": "wall_post"
    },
    "variants": {
        "normal": [{

        }],
        "inventory": [{
            "model": "wall_inventory"
        }],
        "up": {
            "true": {
                "model": "wall_post"
            },
            "false": {

            }
        },
        "north": {
            "true": {
                "model": "wall_side",
                "uvlock": true
            },
            "false": {

            }
        },
        "south": {
            "true": {
                "model": "wall_side",
                "uvlock": true,
                "y": 180
            },
            "false": {

            }
        },
        "east": {
            "true": {
                "model": "wall_side",
                "uvlock": true,
                "y": 90
            },
            "false": {

            }
        },
        "west": {
            "true": {
                "model": "wall_side",
                "uvlock": true,
                "y": 270
            },
            "false": {

            }
        }
    }
}

 

As you can see this is the result i get when i connect two walls on the side 

 

2018-11-03_19_34_49.png.5ef3ce05fc6b83fc6cd7b7623576b97c.png

 

So how can i get it working using the forge system? 

Don't blame me if i always ask for your help. I just want to learn to be better :)

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33 minutes ago, JimiIT92 said:

So how can i get it working using the forge system? 

You will have to use the sub-model system to make proper fences with it. Otherwise you cant have multiple models like the multipart system allows. What is happening in that picture is that your blockstate doesnt say that it has the post or pillar model so there isnt one.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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I thought about that but i don't know how to specify "if these conditions happens than use this model". For example, i changed the json file to this

 

{
    "forge_marker": 1,
    "defaults": {
        "textures": {
            "wall": "mineworld:blocks/marble_white"
        },
        "model": "wall_post"
    },
    "variants": {
        "normal": [{

        }],
        "inventory": [{
            "model": "wall_inventory"
        }],
        "up": {
            "true": {
                "model": "wall_post"
            },
            "false": {
                
            }
        },
        "north": {
            "true": {
                "submodel": {
                    "base": {
                        "model": "wall_side",
                        "uvlock": true
                    },
                    "pillar" : {
                        "model": "wall_post"
                    }
                }
            },
            "false": {

            }
        },
        "south": {
            "true": {
                "submodel": {
                    "base": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 180
                    },
                    "pillar" : {
                        "model": "wall_post"
                    }
                }
            },
            "false": {

            }
        },
        "east": {
            "true": {
                "submodel": {
                    "base": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 90
                    },
                    "pillar" : {
                        "model": "wall_post"
                    }
                }
            },
            "false": {

            }
        },
        "west": {
            "true": {
                "submodel": {
                    "base": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 270
                    },
                    "pillar" : {
                        "model": "wall_post"
                    }
                }
            },
            "false": {

            }
        }
    }
}

 

And now if i connect the wall to 4 blocks (one per side) then only one connection is rendered. Looks like it gets only one model, where i need to tell "if only west or only east is connected use one model, but if both west and east are use another model"

Don't blame me if i always ask for your help. I just want to learn to be better :)

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15 minutes ago, JimiIT92 said:

	"north": {
            "true": {
                "submodel": {
                    "base": {
                        "model": "wall_side",
                        "uvlock": true
                    },
                    "pillar" : {
                        "model": "wall_post"
                    }
                }
            },
            "false": {

            }
        },
        "south": {
            "true": {
                "submodel": {
                    "base": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 180
                    },
                    "pillar" : {
                        "model": "wall_post"
                    }
                }
            },
            "false": {

            }
        },

 

Let's take a look at this section right here.

If north is true add a sub-model called base and one called pillar.

else if north is false do nothing

If south is true add a sub-model called base and one called pillar.

else if south is false do nothing.

 

You are still overriding your models, instead of base call it north, south, east, and west. You also don't need to make pillar a sub-model, make that the main model.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Ok now i'm starting to understand how it works, i guess. Infact i changed the json to this, so when there is a long wall connected the middle sections won't have the pillar model
 

{
    "forge_marker": 1,
    "defaults": {
        "textures": {
            "wall": "mineworld:blocks/marble_white"
        },
        "model": "wall_post"
    },
    "variants": {
        "normal": [{

        }],
        "inventory": [{
            "model": "wall_inventory"
        }],
        "up": {
            "true": {
                "model": "wall_post"
            },
            "false": {
                "model": "wall_side"
            }
        },
        "north": {
            "true": {
                "submodel": {
                    "north": {
                        "model": "wall_side",
                        "uvlock": true
                    }
                }
            },
            "false": {

            }
        },
        "south": {
            "true": {
                "submodel": {
                    "south": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 180
                    }
                }
            },
            "false": {

            }
        },
        "east": {
            "true": {
                "submodel": {
                    "east": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 90
                    }
                }
            },
            "false": {

            }
        },
        "west": {
            "true": {
                "submodel": {
                    "west": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 270
                    }
                }
            },
            "false": {

            }
        }
    }
}

This works fine except for some cases where the models get mixed up, like in this case

 

2018-11-03_21_35_42.thumb.png.91b6f1e0a901d367b695a44aee1332fe.png

Don't blame me if i always ask for your help. I just want to learn to be better :)

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2 minutes ago, JimiIT92 said:

"up": { "true": { "model": "wall_post" }, "false": { "model": "wall_side" }

The false here should do nothing.

VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING

I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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Got it working using this json :D

{
    "forge_marker": 1,
    "defaults": {
        "textures": {
            "wall": "mineworld:blocks/marble_white"
        }
    },
    "variants": {
        "normal": [{

        }],
        "inventory": [{
            "model": "wall_inventory"
        }],
        "up": {
            "true": {
                "model": "wall_post"
            },
            "false": {
                
            }
        },
        "north": {
            "true": {
                "submodel": {
                    "north": {
                        "model": "wall_side",
                        "uvlock": true
                    }
                }
            },
            "false": {

            }
        },
        "south": {
            "true": {
                "submodel": {
                    "south": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 180
                    }
                }
            },
            "false": {

            }
        },
        "east": {
            "true": {
                "submodel": {
                    "east": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 90
                    }
                }
            },
            "false": {

            }
        },
        "west": {
            "true": {
                "submodel": {
                    "west": {
                        "model": "wall_side",
                        "uvlock": true,
                        "y": 270
                    }
                }
            },
            "false": {

            }
        }
    }
}

 

So the problem was the false condition as you said but also the fact that i set the model in the defaults section. If i only remove the false condition than the wall won't connect at all, it looks like every piece has a string on top :) Thank you for your help, i guess i'll try now to use this system with stairs too since is the only kind of block i still use the "old" system

 

EDIT: Just noticed that when i load the game i get this error now

 

Spoiler

[main/ERROR] [FML]: MultiModel minecraft:builtin/missing is empty (no base model or parts were provided/resolved)

 

But if i define a default model i get the weird thing written above. So how can i avoid this? 

 

Edited by JimiIT92
Found error

Don't blame me if i always ask for your help. I just want to learn to be better :)

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