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L15[02:00:03] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20171214 mappings to Forge Maven.
L16[02:00:07] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20171214-1.12.zip
(mappings = "snapshot_20171214" in build.gradle).
L17[02:00:17] <MCPBot_Reborn> Semi-live
(every 10 min), Snapshot (daily ~3:00 EST), and Stable (committed)
MCPBot mapping exports can be found here:
http://export.mcpbot.bspk.rs/
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L28[03:47:59] <SuperTurk> Hey, anyone know
how can I use entity.createEntity() ?
L29[03:48:33] <SuperTurk> Especially for
the entity, how can I get the entity of the item I need ?
L30[03:54:24] <ben_mkiv> you want to spawn
an item in the world, or what?
L31[03:54:31] <SuperTurk> Yes
L32[03:55:03] <gigaherz|work> just use the
constructor? new EntityItem()
L33[03:55:32] <ben_mkiv> ^^
L34[03:55:51] <ben_mkiv>
world.spawnEntity(new EntityItem(world, pos.getX(), pos.getY(),
pos.getZ(), stack))
L35[03:56:25] <ben_mkiv> while stack has to
be ItemStack
L36[03:57:46] <SuperTurk> Actually I tried
to use item.createEntity
L37[03:57:53] <SuperTurk> Item item =
Item.getByNameOrId("tutorial_item");
L38[03:58:00] <SuperTurk> And try to get
item like this ^^
L39[03:58:19] <SuperTurk> but yes I willl
try your thing
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L41[04:01:20] <SuperTurk> What is the stack
of an Item ?
L42[04:01:31] <SuperTurk> I see this
before, but what is exactly
L43[04:02:04] <ben_mkiv> guess you are new
to modding?!
L44[04:02:13] <SuperTurk> Yes
L45[04:02:15] <SuperTurk> ^^
L46[04:02:19] <ben_mkiv> ItemStack is
actually what is exposed to players
L47[04:02:28] <ben_mkiv> even if a player
holds one item, its handled as itemstack
L48[04:02:47] <SuperTurk> Okayy
L49[04:02:53] <ben_mkiv> you can create one
by calling new ItemStack(item)
L50[04:03:08] <ben_mkiv> or passing more
arguments, like the amount and metaindex
L51[04:03:53] <gigaherz|work> yep, think of
the item instances as singletons of the item
L52[04:04:05] <gigaherz|work> one instance
of Item manages all the stacks that contain a number of that
item
L53[04:04:24] <SuperTurk> Okay i understand
better now ^^ thx
L54[04:04:46] <ben_mkiv> you're welcome,
glad i can help someone here xD
L55[04:04:47] <SuperTurk> But actually, can
I get my item anywhere to create ItemStack ?
L56[04:05:02] <SuperTurk> Because, I
created custom item on ModItem
L57[04:05:09] <gigaherz|work> same for
blocks: one instance of Block manages all the blocks placed in the
ground AND if they have an ItemBlock, also the stacks of the
block's item version
L58[04:05:12] <SuperTurk> and know I'm
trying to spawn Item in another
L59[04:05:22] <gigaherz|work> SuperTurk:
the standard is to have a public static field
L60[04:05:30] <gigaherz|work> like
YourMod.MY_ITEM
L61[04:05:34] <gigaherz|work> or
ModItems.MY_ITEM
L62[04:05:46] <gigaherz|work> but another
alternative exists
L63[04:05:50] <SuperTurk> Okay I see
L64[04:06:22] <gigaherz|work>
@ItemStackHolder("yourmod:youritem") public static
ItemStack var = null;
L65[04:06:28] <gigaherz|work> will get
filled at runtime by forge
L66[04:06:39] <gigaherz|work> with an
instance of the itemstack you can later .copy()
L67[04:06:42] <ben_mkiv> even i dont get
that^^ :P
L68[04:07:01] <gigaherz|work> @ObjectHolder
and @ItemStackHolder are "magic" annotations
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L70[04:07:15] <gigaherz|work> they request
that forge fills in the field with the corresponding
"thing"
L71[04:07:16] <ben_mkiv> where should that
be called?
L72[04:07:22] <gigaherz|work> you don't
call it
L73[04:07:25] <gigaherz|work> it's an
annotation
L74[04:07:29] <ben_mkiv> in the main
class?
L75[04:07:32] <ben_mkiv> of a mod
L76[04:07:34] <gigaherz|work>
ANYWHERE
L77[04:07:52] <gigaherz|work> any static
field in any class, that has one of those annotations
L78[04:07:53] <ben_mkiv> ah, guess now i
got it
L79[04:08:10] <SuperTurk> Good thing, I'll
try it right now :)
L80[04:09:06] <gigaherz|work> @ObjectHolder
works for registry-types
L81[04:09:15] <gigaherz|work> like Item,
Block, Enchantment, SoundEffect
L82[04:09:25] <gigaherz|work> the field has
to be EXACTLY the type of the registry
L83[04:09:31] <gigaherz|work> so having
"ItemGrass" won't work, only Item
L84[04:09:34] <gigaherz|work> (IIRC)
L85[04:09:39] <SuperTurk> Kk
L86[04:12:33] <SuperTurk> This work good
!
L87[04:13:35] <SuperTurk> Is it possible to
disable the fall ?
L88[04:14:30] <SuperTurk> Like the item
rest in float
L89[04:16:28] <SuperTurk> I found gravity
parameter, i'll try it
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L91[04:20:24] <SuperTurk> This work
:)
L92[04:27:56] <SuperTurk> gigaherz maybe
you can answer me
L94[04:28:56] <SuperTurk> You know how can
I do that ?
L96[04:31:50] <ben_mkiv> i think thats done
with renderlayers
L97[04:32:29] <SuperTurk> What is that
?
L98[04:33:24] <gigaherz|work> sorry can't
think right now
L100[04:33:31] <gigaherz|work> I just
found this
L101[04:34:03] <ben_mkiv> a layer rendered
on top of a entity
L102[04:34:22] <ben_mkiv> but may also
depend on where the player puts your item to wear it
L103[04:34:30] <ben_mkiv> like baubles
stuff needs own rendercode
L105[04:35:06] <ben_mkiv> thats how i
render my item on player when its in the baubles slot
L106[04:36:52] <ben_mkiv>
net.minecraft.client.renderer.entity.layers.LayerRenderer is
probably what you want to look at for other stuff than
baubles
L107[04:43:04] <SuperTurk> For my needed,
this item will be displayed on command
L108[04:45:55] <SuperTurk> I will see,
thank's for help :)
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L114[05:26:39] <ben_mkiv> ghz, any idea
what could cause this?
L115[05:26:47] <ben_mkiv>
net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException:
Exception loading model mymod:entity/citizen/fishermanfemale.obj
with loader VanillaLoader.INSTANCE, skipping
L116[05:27:05] <ben_mkiv> trying to load a
obj file with your modelhandle class
L117[05:27:19] <gigaherz|work> no cause
anywhere?
L119[05:28:16] <ben_mkiv> whole
error
L120[05:28:36] <ben_mkiv> pretty much
doing the same like in my other mod, where it works fine
L121[05:29:26] <ben_mkiv> but dont spent
to much time, just wanted to ask if you got an idea before spending
hours searching for the problem
L122[05:30:22] <gigaherz|work> Caused by:
java.io.FileNotFoundException:
minecolonies:models/entity/citizen/fishermanfemale.obj.json
L123[05:30:28] <gigaherz|work> that
usually means the .obj file wasn't found
L124[05:30:43] <gigaherz|work> which then
later resulted in trying to load .obj.json
L125[05:31:11] <ben_mkiv> it only says
filenotfound for the json
L126[05:31:20] <ben_mkiv> which it
probably tries after failing to load the object
L127[05:32:20] <ben_mkiv> going to try
with a obj file where i know that it worked
L128[05:34:12] <ben_mkiv> same error,
hmm
L129[05:34:22] <ben_mkiv> mc 1.11
btw..
L130[05:34:38] <ben_mkiv> but your
modelhandle class works with 1.11, right? picked it from the 1.11
branch of your repo
L131[05:34:48] <ben_mkiv> only used it
successful for 1.12 so far
L132[05:35:52] <treborx555> when i had
model load errors it was becase i didnt know how to setup the
files
L133[05:36:11] <treborx555> i used
mccreator to see an example of how model files are done and
replicated that
L134[05:36:51] <ben_mkiv> well i tried
with a obj file now, which i know to work
L135[05:37:05] <ben_mkiv> but getting same
issue, so i guess i'm doing something else wrong
L136[05:48:34] <gigaherz|work> yes my
class works in 1.10.2, 1.11.2, and 1.12.2 just fine ... at least if
you take the right branch, but I don't believe it has changed
:P
L137[05:55:25] <ben_mkiv> figured it out,
i'm an idiot
L138[05:55:32] <ben_mkiv> well, later i
did knew already
L139[05:55:42] <ben_mkiv> but i commented
this out: OBJLoader.INSTANCE.addDomain(Constants.MOD_ID);
L140[05:55:46] <ben_mkiv> in preinit
L141[05:55:56] <ben_mkiv> sorry for
bugging you
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L143[06:06:31] <ben_mkiv> another thing i
wonder about, does that modelhandle thing support textures?
L144[06:06:56] <ben_mkiv> got a mtl file,
with one material and linked the texture like this: map_Kd
minecolonies:textures/entity/fishermanfemale1.png
L145[06:07:08] <ben_mkiv> but i get that
black/purple texture not found pattern
L146[06:07:20] <ben_mkiv> also tried
without textures in the path
L148[06:14:22] <gigaherz|work> mojang has
released the new textures as a resource pack
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L158[07:26:55] <Ordinastie> that doesn't
look right
L159[07:27:00] <Ordinastie> what am I
missing ?
L160[07:32:11] <Ordinastie> !gm
191504
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L178[09:52:25] <SuperTurk> Anyone can help
me how to use LayerRenderer ? Thank's
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L185[10:58:15] <SuperTurk> gigaherz are
you available ?
L186[10:58:45] <gigaherz> sortof
L187[10:58:51] <gigaherz> what for?
L188[10:58:58] <gigaherz> I caught a cold
and my brain is only half here
L189[10:59:39] <SuperTurk> Haha
L190[10:59:53] <SuperTurk> I'm trying to
use LayerRender
L191[11:00:21] <SuperTurk> But can't fine
explicit example how to use it, and his possibility
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L193[11:00:27] <gigaherz> ah
L195[11:01:11] <gigaherz> this is how you
register the layer renderer
L196[11:01:42] <gigaherz> in this case I
registered it on the player's skins, but other entity renderers
also have layers
L197[11:03:46] <SuperTurk> Ok, but with
layer render, I will be able to add an entity in right of head of
the player ?
L198[11:04:10] <gigaherz> the layer
renderer is a renderer
L199[11:04:12] <gigaherz> it has a render
function
L200[11:04:18] <gigaherz> you can draw
ANYTHING in that render function
L201[11:04:30] <Commoble> anywhere, as
well
L202[11:04:33] <gigaherz> ideally
something related to the player, ofc
L203[11:04:33] <gigaherz> :P
L204[11:04:39] <gigaherz> but like
L205[11:04:50] <SuperTurk> Okay, that's
good thing ^^
L206[11:04:51] <gigaherz> you can use a
layer renderer to draw dragonball "superpower"
auras
L207[11:04:54] <gigaherz> or a parrot on
the shoulder
L208[11:05:00] <gigaherz> or poop coming
out of someone sneaking
L209[11:05:13] <SuperTurk> GOD DAMN, this
will be very good x)
L210[11:05:18] <SuperTurk> haha
L211[11:05:41] <SuperTurk> I need to learn
this !
L212[11:05:49] <SuperTurk> This can be
really great
L214[11:06:30] <gigaherz> a layer renderer
is just a class that extends
LayerRenderer<BaseEntityType>
L215[11:06:35] <SuperTurk> I think this is
what I needed
L217[11:06:48] <SuperTurk> Yes that's what
ben-mkiv showed me
L218[11:08:24] <SuperTurk> But this look
really complex
L219[11:08:56] <Commoble> Most things in
minecraft modding look really complex, doubly so for
rendering
L220[11:08:56] <gigaherz> because we do
things in it
L221[11:09:02] <gigaherz> the only thing
that matters is the doRenderLayer method
L222[11:09:12] <gigaherz> which is the
main thing you HAVE to implement in a layer renderer
L223[11:09:23] <gigaherz> the contents of
doRenderLayer, are just whatever you want to draw in the
layer
L224[11:09:33] <gigaherz> look at all the
implementations of LayerRenderer in minecraft's code
L225[11:09:42] <gigaherz> you'll see each
one does exactly what it needs to do
L226[11:09:54] <SuperTurk> Okay, and I
need to call it when I want right ?
L227[11:10:02] <gigaherz> no you don't
have to call it
L228[11:10:24] <gigaherz> you add the
layer renderer to the entity renderer, as I showed in the previous
link
L230[11:10:28] <gigaherz> [18:01]
(gigaherz): this is how you register the layer renderer
L231[11:10:43] <gigaherz> mc calls
doRenderLayer every single time it has to draw a player
entity
L232[11:11:05] <SuperTurk> Okayy that's
good, I will try this then
L233[11:11:45] <SuperTurk> And if I want
to draw an Item right of the head of a player, when the player
moove this will follow him right ?
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L235[11:27:00] <gigaherz> assuming you
write the right drawing commands in the right order, yes.
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L239[11:34:26] <gigaherz> so I just put
the new resourcepack from mojang, on my mc
L240[11:34:32] <gigaherz> the carrots are
WEIRD
L241[11:35:08] <gigaherz> steak looks
nice, potatoes look like peanuts :/
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L243[11:41:07] <SuperTurk> Haha
L244[11:41:09] <Commoble> But are the
carrots weird enough?
L245[11:41:13] <Commoble> *thinking*
L246[11:46:17] <gigaherz> oh shit
L247[11:46:26] <gigaherz> the gold ingot
actually looks like a bar of butter now
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L251[12:02:15] <SuperTurk> Can we get
another rendermanager than skinMap ?
L252[12:03:11] <SuperTurk> I mean, the
"skin" map is for the player right
L253[12:03:59] <SuperTurk> But I have the
impression that my item is on the head of the player, or is just me
who can't draw it ^^
L254[12:04:19] <SuperTurk> not on* but *in
the head
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L256[12:09:32] <gigaherz> SuperTurk: well
you want the item on players no?
L257[12:09:37] <gigaherz> so the skin
manager is the right way to do it
L258[12:10:02] <gigaherz> if you think
it's in the wrong place, then use GlStateManager.translate to try
to move it a bit up or to the side
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L260[12:14:25] <SuperTurk> yes I used
this.model.bipedHead.renderWithRotation(scale + 0.5F);
L261[12:14:30] <SuperTurk> and start to
have a visual
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L271[13:12:01] <SuperTurk> Is this normal
when it's Steeve character, the (ugly) draw appear but when it's
the girl (don't know her name), this won't work ?
L272[13:12:26] <gigaherz> did you register
both skins?
L273[13:12:31] <gigaherz> i mean your
layer to both skins
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L275[13:14:09] <SuperTurk> I think no, if
this happens ^^
L276[13:14:16] <SuperTurk> I use what you
showed me
L278[13:15:13] <SuperTurk> I register with
this
L279[13:15:18] <SuperTurk> like this
L280[13:15:26] <SuperTurk> oh no
L281[13:15:31] <SuperTurk> i dont used the
slim
L282[13:15:37] <SuperTurk> maybe it's
this
L283[13:18:48] <SuperTurk> Yes it was
this, thx gigaherz :)
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L291[14:08:47] <PaleoCrafter> gigaherz,
does the style at least feel coherent?
L292[14:12:30] <gigaherz> the resource
pack? yes
L293[14:13:03] <PaleoCrafter> Welp, that's
something, I suppose
L295[14:13:37] <PaleoCrafter> It's
supposed to be finished, right?
L297[14:13:46] <gigaherz> well it's
public
L298[14:13:51] <gigaherz> but they are
asking for feedback
L299[14:13:58] <gigaherz> the idea is that
they won't put it as the default pack inside mc
L300[14:14:04] <gigaherz> until they are
satisfied it's good
L301[14:14:32] <PaleoCrafter> Yeah, sure,
but the armour icons for instance feel out of place right now
L302[14:14:46] <gigaherz> yeah those may
not have been done yet
L303[14:16:11] <PaleoCrafter> I generally
like the direction, but must say that the egg and coal look plain
bad
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L306[14:17:23] <gigaherz> I do like the
new wood and logs quite a lot
L308[14:17:34] <gigaherz> and the
cobblestone
L309[14:18:05] <gigaherz> (yes that's a
modded world, so there's non-vanilla blocks mixed in)
L310[14:18:16] <PaleoCrafter> Is that
Horner
L311[14:18:21] <PaleoCrafter> Whoops
L312[14:18:36] <gigaherz> the leaf blocks
are interesting
L314[14:18:37] <PaleoCrafter> Is that
hotbar part of the new textures, too?
L315[14:18:43] <gigaherz> no
L316[14:18:46] <gigaherz> that's a thing I
use :p
L317[14:18:56] <gigaherz> I made,
even
L318[14:19:10] <PaleoCrafter> Ah,
okay
L319[14:19:14] <gigaherz> [21:18]
(gigaherz): the leaf blocks are interesting -- but I can see why
some people dislike them
L320[14:20:32] <gigaherz> regarding the
hotbar: I always felt that the vanilla one hides too much of the
screen
L321[14:20:40] <gigaherz> so I made one
that doesn't have a background :P
L322[14:22:04] <PaleoCrafter> Hm, yeah,
the leaves are a little more distinguished, which is good,I
suppose. Too bad you can't really do anything about the
spruce
L323[14:22:46] <PaleoCrafter> Conveying
needles isn't particularly easy xD
L324[14:23:11] <gigaherz> yep
L325[14:24:00] <PaleoCrafter> Anyways,
apart from some of the items I think they're headed in a good
direction
L326[14:24:04] <gigaherz> overall, the
things I find most "meh" are the potato and carrot, which
is a good sign :P
L327[14:24:24] <PaleoCrafter> Those
potatoes do in fact look a lot like peanuts xD
L328[14:24:31] <PaleoCrafter> Not to begin
with the baked ones
L329[14:24:38] <gigaherz> yeha XD
L330[14:24:39] <gigaherz> yeah*
L331[14:26:05] <PaleoCrafter> The carrots
do look a little more like beets (I think?) without the rounded
top, yeah
L332[14:26:53] <gigaherz> yeah and the
short leaves
L334[14:27:06] <gigaherz> :P
L335[14:27:22] <PaleoCrafter> Heh
L336[14:27:40] <PaleoCrafter> Can only do
so much in a 16x16 square xD
L337[14:27:51] <gigaherz> true :P
L338[14:28:17] <gigaherz> still, that
conic shape...
L339[14:28:38] <PaleoCrafter> I suppose
they could "wrap" the leaves around the carrot into a
bundle
L340[14:29:41] <PaleoCrafter> Although I
must say, the carrot Emoji (?) does also have the short
leaves
L342[14:32:29] <PaleoCrafter> I guess you
could say that the M$ influence shines a little through the MC
texture, given that Emoji xD
L343[14:34:02] <gigaherz> lol
L345[14:34:45] <gigaherz> ewh
L346[14:35:02] <gigaherz> google and
emojidex are the best ones
L347[14:36:21] <gigaherz> I just noticed
twitter now has a "Show thread" link at the bottom
L348[14:36:30] <gigaherz> signaling that
there's a tweet chain following the linked tweet
L352[14:38:19] <gigaherz> (and yes, I have
a thing that turns twitter icons into rounded squares)
L354[14:39:56] ⇦
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L355[14:40:19] <PaleoCrafter> I didn't
even notice xD
L356[14:40:33] <gigaherz> yeah because it
looks better :P
L357[14:41:48] <gigaherz> small changes
that make things "fit better" tend to go unnoticed,
unless you are mindful of them, and it's only when you go back that
the issue pops
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L359[14:43:16] <gigaherz> ugh, the one
probe still gives the readme every time I open the game :P
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L366[14:54:01] <gigaherz> I have no idea
what "that" is
L367[14:54:32] <gigaherz> I assume it's
not meant to be a "shadow" on top of the shield
slot
L368[14:54:41] <Aroma1997> yup
L369[14:54:56] <gigaherz> my best guess is
something is forgetting to restore an opengl state
L370[14:55:18] <Aroma1997> yup.
L371[14:56:10] <Aroma1997> I'm calling
renderIte.renderItem(stack, TransformType) in my item TESR and
that's causing it.
L372[14:56:17] <Aroma1997> If I uncomment
that, it works
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L374[15:00:06] <gigaherz> I see
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L377[15:11:39] <Aroma1997> ok, I'll dig
into it then. Just wanted to know if anyone else had the exact same
problem already :-)
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L386[16:23:27] <Raycoms> Is there a way to
decrease the size of an item in the inventory?
L387[16:24:06] <gigaherz> model size?
sure
L388[16:24:15] <gigaherz>
"transforms": { "gui" : { ... } }
L389[16:24:30] <Raycoms> For the inventory
one I found out I can adapt "scale" in the display - gui
settings in the model
L390[16:24:41] <gigaherz> you'll need some
combination of "scale" and possibly
"translate"
L391[16:24:51] <gigaherz> eah
"display" also works in the item json
L392[16:25:07] <Raycoms> Yes,
exactly
L393[16:25:23] <Raycoms> But I tried it
with "head" and "thirdperson_lefthand" but it
didn't change anything
L394[16:25:26] <gigaherz> so then what is
it that you are asking? :P
L395[16:25:31] <gigaherz> because you
asked "in the inventory" :P
L396[16:25:40] <Raycoms> Oh sorry, in the
hand
L397[16:26:39] <gigaherz>
firstperson_lefthand / firstperson_righthand / thirdperson_lefthand
/ thirdperson_righthand
L399[16:27:04] <gigaherz> but a similar
thing should work for the "display" secion in the json
model
L400[16:27:17] <Raycoms> Oh I don't
believe I have to do it for all 4 =D
L401[16:28:01] <gigaherz> well if you miss
one, that one won't get the transform applied :P
L402[16:28:22] <Raycoms> what is the
difference between transform and display?
L403[16:28:33] <gigaherz> the format is
slightly different
L404[16:28:43] <gigaherz>
"transform" goes in the forge blockstate json
L405[16:28:50] <gigaherz>
"display" goes in the model json
L406[16:29:19] <Raycoms> Ah okay =)
L407[16:29:31] <Raycoms> and
"head" is for having the block like a helmet?
L408[16:29:43] <gigaherz> yup
L409[16:29:55] <Raycoms> Guess I don't
need that one =D
L410[16:30:02] <gigaherz> and then there's
"ground" (EntityItem), and one for itemframes
L411[16:30:27] <Raycoms> Oh, I have to
test those two =D
L412[16:37:02] <Raycoms> how is the one
for itemframes?
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L414[16:49:46] <Raycoms> Is there a way to
debug block models without constantly restarting? =D
L415[16:50:29] <gigaherz> sure
L416[16:50:32] <gigaherz> F3+T
L417[16:50:36] <gigaherz> reloads all
resources
L418[16:50:37] <gigaherz> including
models
L419[16:51:06] <gigaherz> if you use IDEA,
remember to hit "build" after editing resource
files
L420[16:51:13] <gigaherz> since that's
what copies them to the runtime folder
L421[16:51:23] <Raycoms> Ah, I knew the
build one, but not the F3+T one
L422[16:51:40] <Raycoms> for itemframes is
it: "itemframe": { or something else?
L423[16:53:42] <gigaherz> no
L424[16:54:05] <gigaherz>
"fixed" I believe
L425[16:59:43] <Raycoms> yes, thanks
L426[17:01:21] <gigaherz> gotta sleep,
night!
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