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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
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)
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
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
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] ⇦
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(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
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
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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