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L12[02:00:03] <MCPBot_Reborn> [TEST CSV] Pushing snapshot_20180713 mappings to Forge Maven.
L13[02:00:07] <MCPBot_Reborn> [TEST CSV] Maven upload successful for mcp_snapshot-20180713-1.12.zip (mappings = "snapshot_20180713" in build.gradle).
L14[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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L47[11:57:22] <Lepidora> Hi there. I'm having the weirdest issue with textures. The way textures render in both the inventory and the world is really inconsistent and I can't for the life of me figure out why
L48[11:57:47] <Lepidora> Here https://gist.github.com/Lepidora/86cf34f3765dca0babf4a1316f2625b4 is a sample of three different .json files in my project and how they render
L49[12:14:03] <Lepidora> God this stupid json stuff is such a pain in the ass. I wish it could go back to making your own spritesheet and telling it which index to render
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L51[12:17:21] <gigaherz> Lepidora: wahtever issue you have, is not in those jsons
L52[12:17:50] <gigaherz> do you have errors in the log?
L53[12:18:04] <gigaherz> this is some issue with registration
L54[12:18:24] <gigaherz> either the filename doesn't match the block's registry name (but does match the call to the item model registry)
L55[12:18:49] <Lepidora> Hmm, no errors in the log
L56[12:18:53] <gigaherz> or you are missing a blockstates json, or something like that
L57[12:19:20] <Lepidora> It's baffling that a block will render fine if I specify the texture for each side, but not if I use "all"
L58[12:19:36] <Lepidora> Was 'all' deprecated or something?
L59[12:19:39] <gigaherz> no
L60[12:19:43] <gigaherz> OH
L61[12:19:45] <gigaherz> wait oops
L62[12:19:51] <gigaherz> "all" isn't in block/cube
L63[12:19:55] <gigaherz> it's in block/cube_all
L64[12:20:03] <Lepidora> oh my god
L65[12:20:04] <gigaherz> cube_all maps all the sides of block/cube into "all"
L66[12:20:55] <Lepidora> That is very good to know
L67[12:22:32] <gigaherz> you cna look for yourself, too -- open assets/minecraft/models/block/cube_all.json
L68[12:22:48] <gigaherz> from the forgesrc library (which contains the decompiled sources and all mc assets too)
L69[12:25:06] <Lepidora> I noticed it automatically makes registry names lowercase at some point as well
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L71[12:37:51] <gigaherz> it's enforced in 1.11
L72[12:38:00] <gigaherz> you should NOT be using any uppercase letter at all
L73[12:38:08] <gigaherz> in any ResourceLocation
L74[12:38:21] <gigaherz> (registry names, resource names, etc)
L75[12:39:12] <Lepidora> Oh right, cool. I had the misfortune of doing everything in camelCase before
L76[12:54:54] <Lepidora> I'm thinking this could indeed be an issue with registering. Is the block model ever explicitly registered anywhere?
L77[12:57:43] <Lepidora> Actually, that shouldn't make a difference, because most of my blocks are rendering in-game
L78[12:58:00] <Lepidora> It's just the tile entities that aren't
L79[13:04:31] <gigaherz> blocks go through their assigned statemapper
L80[13:04:47] <gigaherz> which by default points to a blockstates json file with the same name as the registry name of the block
L81[13:04:51] <gigaherz> then the model is taken from there
L82[13:04:59] <gigaherz> whatever the blockstates json file says.
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L84[13:23:39] <Lepidora> The registry name is the exact same as the blockstate json and the model json name :/
L85[13:31:07] ⇨ Joins: steamport (steamport!~steamport@209.102.247.135)
L86[13:31:27] <steamport> Question, is it possible to make a block have the texture of another block, but have a 2d overlay over it?
L87[13:33:17] <gigaherz> 2d overlay?
L88[13:33:49] <gigaherz> the answer to "can I have a block have the model of another block, but with an overlay, is yes
L89[13:34:11] <gigaherz> I'm just not sure what you mean by *2d* overlay
L90[13:37:36] <steamport> as in
L91[13:37:41] <steamport> "have another texture over the first"
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L94[14:15:30] <steamport> gigaherz, how would i do that
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L96[14:26:44] <gigaherz> okay this is OLD, but I can't be bothered to google for an updated "tutorial" -- you can do that yourself
L97[14:26:56] <gigaherz> the idea of using another block's model, is called a "camo block" or camouflaged block
L98[14:27:17] <gigaherz> you can find it explained here, using 1.8 features (which are very similar in 1.10+ but not 100% exact)
L99[14:27:19] <gigaherz> https://gist.github.com/williewillus/57d7093efa80163e96e0
L100[14:27:29] <gigaherz> now
L101[14:29:24] <gigaherz> once you have the custom IBakedModel working for the basic camo block, adding an extra layer to it, is just a matter of requesting an IModel for "block/cube", using the IModel#retexture method to get a new IModel with the textures changed for the ones you want to use, then using IModel#bake to get a baked model from that IModel
L102[14:29:31] <gigaherz> finally
L103[14:29:47] <gigaherz> from your custom baked model, you will have to return the combination of both sets of quads
L104[14:29:59] <gigaherz> from the copied model's getQuads, and the layer's getQuads
L105[14:30:19] <gigaherz> so
L106[14:30:43] <gigaherz> you'll want to learn how to implement a custom baked model, using forge's model loader system
L107[14:31:16] <gigaherz> unless... I forgot to ask
L108[14:31:24] <gigaherz> how dynamic is your situation, steamport?
L109[14:31:33] <gigaherz> do you want to have a layer on ONE very specific other block?
L110[14:31:41] <gigaherz> or something assigned to a TileEntity or such?
L111[14:31:47] <steamport> just like a 3x3 texture on top of [insert other block texture here]
L112[14:31:56] <gigaherz> so fixed one?
L113[14:31:59] <steamport> yes
L114[14:32:04] <gigaherz> aha then ignore what I said above
L115[14:32:13] <gigaherz> this overlay would have to be transparent, right?
L116[14:32:25] <gigaherz> (so it shows the original pixels where you didn't draw things :P)
L117[14:32:48] <steamport> yes
L118[14:33:20] <gigaherz> okay
L119[14:33:25] <gigaherz> there's this thing in forge
L120[14:33:28] <gigaherz> called a multi-layer model
L121[14:33:53] <gigaherz> sec
L122[14:34:26] <gigaherz> https://github.com/MinecraftForge/MinecraftForge/blob/1.12.x/src/test/resources/assets/forgedebugmultilayermodel/blockstates/test_layer_block.json
L123[14:34:30] <gigaherz> you can use forge blockstates
L124[14:34:41] <gigaherz> to specify the multilayermodel
L125[14:34:55] <steamport> the texture BELOW the overlay will be dynamic
L126[14:35:14] <gigaherz> stop speaking about textures
L127[14:35:21] <gigaherz> it's models :P
L128[14:35:33] <gigaherz> or rather
L129[14:35:42] <gigaherz> that's what you register
L130[14:36:00] <gigaherz> unless you are in 1.7.10 or earlier
L131[14:36:06] <gigaherz> in which case nothing of what I said would apply at all
L132[14:36:07] <gigaherz> :P
L133[14:36:17] <steamport> i'm in 1.12.2
L134[14:36:21] <gigaherz> good goos
L135[14:36:24] <gigaherz> good*
L136[14:36:25] <gigaherz> so
L137[14:36:27] <steamport> basically what i'm trying to do
L138[14:36:30] <gigaherz> when I asked how dynamic it is
L139[14:36:33] <steamport> is have a block, when you craft it with another block
L140[14:36:40] <gigaherz> :P
L141[14:36:52] <steamport> it takes on the texture of the block you craft it with, but with an overlay that tells you that it's just a disguised [original block]
L142[14:37:03] <gigaherz> yeah....
L143[14:37:08] <gigaherz> but
L144[14:37:13] <gigaherz> how dynamic is that, can it be ANY block
L145[14:37:22] <gigaherz> or a specific hardcoded set?
L146[14:37:39] <steamport> any opaque block?
L147[14:37:41] <gigaherz> like, are you implementing enderio's painted glowstone?
L148[14:37:49] <gigaherz> which can take ANY block?
L149[14:37:53] <steamport> ye
L150[14:38:00] <gigaherz> okay
L151[14:38:03] <gigaherz> then what I said first?
L152[14:38:06] <steamport> something like that
L153[14:38:08] <gigaherz> that I said to forget?
L154[14:38:12] <gigaherz> yeah that's the right one
L155[14:38:13] <steamport> yes?
L156[14:38:13] <gigaherz> :P
L157[14:38:24] <gigaherz> you will need the whole package
L158[14:38:25] <steamport> i don't understand it lol
L159[14:38:33] <gigaherz> all the bells and whistles will be needed for this
L160[14:38:39] <gigaherz> you'll need a custom model loader
L161[14:38:43] <gigaherz> which produces an IModel
L162[14:38:52] <gigaherz> that requests forge to also prepare models and textures for your overlay
L163[14:39:03] <steamport> How tf do I do that?
L164[14:39:15] <gigaherz> then you'll need a custom IBakedModel
L165[14:39:24] <steamport> I don't understand how?
L166[14:39:26] <gigaherz> which implements getQuads and returns the right quads
L167[14:39:28] <gigaherz> wait wait
L168[14:40:07] <gigaherz> and on top of that, in order to pass the data of WHICH block to use as the base, you'll have to use an extended blockstate, using an unlisted property to contain the information
L169[14:40:14] <gigaherz> which you'll have to get from your itemstack and your tileentity
L170[14:40:30] <gigaherz> so
L171[14:40:37] <gigaherz> that's a whole lot of things you have to learn :P
L172[14:41:11] <steamport> why can't i just copy paste
L173[14:41:23] <steamport> lol
L174[14:41:27] <gigaherz> because then you didn't learn
L175[14:41:28] <gigaherz> :P
L176[14:42:05] <gigaherz> (also I generally only provide links to my own mods, or the forge repository -- neither of them have this very specific feature)
L177[14:42:16] <gigaherz> if you want to copy from enderio's painted blocks
L178[14:42:27] <gigaherz> well then what are you doing here, go find their implementation ;P
L179[14:43:35] <steamport> yeah there's nothing here: https://github.com/SleepyTrousers/EnderIO/blob/release/1.12.2/enderio-base/src/main/java/crazypants/enderio/base/block/painted/BlockPaintedGlowstone.java
L180[14:43:59] <steamport> ffs it has a stupid interface
L181[14:44:04] <steamport> that'll make figuring this out harder
L182[14:44:54] <steamport> yeah enderIO is a bad example, code-wise, gigaherz
L183[14:45:06] <gigaherz> yeah it's the only one I know of
L184[14:45:07] <gigaherz> :p
L185[14:45:23] <gigaherz> there's probably others, but I'm not an encyclopedia of mods :P
L186[14:46:09] <gigaherz> I can tell you the steps again, in a bit more detail, but I'm a bit too tired to give you the full course :P
L187[14:47:01] ⇦ Parts: steamport (steamport!~steamport@209.102.247.135) (Leaving))
L188[14:49:00] <gigaherz> I guess he really did just want to copypaste *shrug*
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L191[15:02:32] <Lepidora> I'm not one for just copy-pasting code, but I know I personally can't really 'get' a concept until I read through an actual implementation of it
L192[15:05:17] <gigaherz> yeah the thing is, it's not the first time I guide someone to doing custom models
L193[15:05:23] <gigaherz> I DO have code for custom models
L194[15:05:28] <gigaherz> just not specifically camo block + overlay
L195[15:05:49] <Lepidora> Ah, fair
L196[15:14:08] <Lepidora> https://gist.github.com/Lepidora/70207aa607036cf14e53de3a338e0369 I'm just wondering, is there anything I'm obviously missing from my registration code?
L197[15:14:46] <gigaherz> ewh at "if (FMLCommonHandler.instance().getSide() == Side.CLIENT) {"
L198[15:14:57] <gigaherz> that's like... pointless
L199[15:15:08] <gigaherz> if you are in the server, by the time that runs it's too late to avoid classloading :P
L200[15:15:24] <gigaherz> also you should do that from a ModelRegistryEvent
L201[15:15:49] <gigaherz> which you should only register in the client
L202[15:15:52] <gigaherz> to avoid ifs like that
L203[15:16:23] <Lepidora> Yeah, that's on my list of things to refactor
L204[15:16:49] <gigaherz> example: https://github.com/gigaherz/ElementsOfPower/blob/master/src/main/java/gigaherz/elementsofpower/client/ClientEvents.java
L205[15:17:03] <gigaherz> well so
L206[15:17:16] <gigaherz> since I don't know WHEN you are calling that, I can't be certain if you are calling it at the right time :P
L207[15:17:52] <gigaherz> uhm
L208[15:17:55] <gigaherz> this is plain wrong
L209[15:17:56] <gigaherz> GameRegistry.register(new ItemBlock(block).setRegistryName(block.getRegistryName()));
L210[15:17:57] <Lepidora> Oh, I'm calling registerBlockItemModels() and registerItemModels() in the preInit event, just after I register all of my blocks and items
L211[15:18:02] <gigaherz> you only do that in the client jar
L212[15:18:25] <gigaherz> meaning the server won't have the itemblocks
L213[15:18:33] <gigaherz> please switch to using the proper registry events :P
L214[15:19:19] <Lepidora> Oooh, is the server supposed to have the ItemBlocks too?
L215[15:19:23] <gigaherz> of course
L216[15:19:26] <Lepidora> oops
L217[15:19:28] <gigaherz> otherwise how can you have the block in your inventory
L218[15:19:35] <Lepidora> I thought they were a clientside thing only
L219[15:19:39] <gigaherz> nah
L220[15:19:44] <Lepidora> Kinda makes more sense now you mention it
L221[15:20:44] <gigaherz> so yeah the proper way to do this, including knowledge I gained recently:
L222[15:20:52] <gigaherz> first, you declare your item/block/etc fields
L223[15:21:33] <gigaherz> using like: @ObjectHolder(registryname of the thing) public static Item THE_ITEM = null; // forge will assign this AFTER the appropriate events run
L224[15:22:05] <gigaherz> then you declare an event handler for RegistryEvent.Regsiter<Block> and use event.getRegistry().register or .registerAll
L225[15:22:34] <gigaherz> then you declare an event handler for .Register<Item> and register all items, including itemblocks, in it
L226[15:22:42] <gigaherz> (the Item event runs after Block)
L227[15:23:12] <gigaherz> and then, preferably in a separate class that uses @Mod.EventBusSubscriber(value=Side.CLIENT, modid=MODID)
L228[15:23:28] <gigaherz> you get a ModelRegistryEvent which registers all the item models
L229[15:23:35] <gigaherz> (doesn't matter if they are itemblock or not)
L230[15:24:07] <gigaherz> that event also works for registering custom statemappers for blocks, entity renderers, etc
L231[15:24:21] <gigaherz> an exception are IItemColors and IBlockColors, which have their own events now
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L233[15:25:14] <Lepidora> Whew that's confusing
L234[15:25:52] <Lepidora> It's funny, I swear the whole way to register things changes every time I get back into modding
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L236[15:28:32] <gigaherz> don't worry this won't change at least until 1.13 ;P
L237[15:29:04] <gigaherz> (they are reworking a lot of things so who knows XD)
L238[15:29:18] <Lepidora> Oh boy
L239[15:30:18] <Lepidora> Conspiracy theory: this is some sort of trial by fire to keep bad programmers out of modding :P
L240[15:30:38] <gigaherz> no
L241[15:30:49] <gigaherz> this is us good programmers trying to make modding better
L242[15:30:50] <gigaherz> :p
L243[15:31:04] <gigaherz> it just happens that every time someone comes up with an improvement in the modding process
L244[15:31:36] <gigaherz> all of the existing modders who relied more on memorizing code patterns than actually understanding the reasoning behind how things work, get angry :P
L245[15:32:57] <Lepidora> Yeah, fair enough. Actually, that makes me wonder, would Forge be the most mature independently developed modding system for a game?
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L255[16:48:00] <Lepidora> Weird, ModelRegistryEvent is being called before Register<Block> and causing a NullPointerException
L256[16:48:02] <Lepidora> whut?
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L261[18:08:37] <Lepidora> Yeah, my Registry events in my main mod class isn't being called. What are the prerequisites to get them to be called? I do have an @Mod.EventBusSubscriber annotation on the class though.
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