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L7[02:00:05] <MCPBot_Reborn> [TEST CSV]
Pushing snapshot_20180916 mappings to Forge Maven.
L8[02:00:08] <MCPBot_Reborn> [TEST CSV]
Maven upload successful for mcp_snapshot-20180916-1.13.zip
(mappings = "snapshot_20180916" in build.gradle).
L9[02:00:19] <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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L11[02:20:27] <ForgeDiscord>
<Erufailon4> aRe You suRe aBouT thAT abaStrO
L12[02:40:00] <ForgeDiscord> <Cat
Core> New Snapshot
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L48[12:50:11] <Furyofaseraph>
Greetings
L49[12:53:33] <Furyofaseraph> I'm trying to
get a model to use a different ModelResourceLocation based on data
contained in a TileEntity (type of rock, which count is far greater
16).
L50[12:54:40] <Furyofaseraph> I've
overriden the getModelResourceLocation on the StateMapperBase and
used the ModelLoader.setCustomStateMapper, but the game still wants
to display the default model, no matter what data I put on the
TileEntity
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L52[13:00:13] <gigaherz> do you have a
predefined set of models?
L53[13:00:19] <gigaherz> or is this some
kind of dynamic model?
L54[13:07:37] <Furyofaseraph> it's sort of
dynamic?
L55[13:08:04] <Furyofaseraph> people will
be able to add their own flavours of stone with plugins, so in that
way it's dynamic, but it won't change once mods are loaded
L56[13:08:53] <Furyofaseraph> so during
startup, the model list is finalized
L57[13:15:02] <gigaherz> okay so
L58[13:15:09] <gigaherz> you have a known
set of models
L59[13:15:17] <gigaherz> but not a
hardcoded set
L60[13:15:31] <gigaherz> in that case, I'd
recommend you use a custom baked model
L61[13:15:41] <gigaherz> and not a state
mapper
L62[13:16:04] <gigaherz> because the state
mapper calculates the IBlockState -> IBakedModel mappings during
load
L63[13:17:04] <gigaherz> so, with a custom
model
L64[13:17:21] <gigaherz> you'd have a
ICustomModelLoader that accepts a special resourcelocation
L65[13:17:25] <gigaherz> and returns a
custom IModel
L66[13:17:43] <gigaherz> this IModel has
getDependencies, that returns the models you will need to make use
of
L67[13:17:55] <gigaherz> this is where
you'd take all the runtime-computed variants, and build a list of
models you need
L68[13:18:07] <gigaherz> then in the
IModel#bake
L69[13:18:14] <gigaherz> you'd have to
return the custom IBakedModel
L70[13:18:31] <gigaherz> then,
L71[13:18:51] <gigaherz> in the block,
you'll need to make the block have an ExtendedBlockState in place
of a BlockStateContainer
L72[13:19:04] <gigaherz> that has an
unlisted property for sending data from the TE into the custom
model
L73[13:19:20] <gigaherz> then you'd
override getExtendedState
L74[13:19:48] <gigaherz> and **only in
getExtendedState**, you can cast your IBlockState to
IExtendedBlockState, and set the unlisted property to the info
copied from the TE
L75[13:19:58] <gigaherz> (don't pass the TE
into the renderer, it could cause race conditions)
L76[13:20:12] <gigaherz> so
L77[13:20:21] <gigaherz> once the extended
state is in place
L78[13:20:25] <gigaherz> back to the
IBakedModel
L79[13:20:34] <gigaherz> the getQuads
method, has an IBlcokstate parameter
L80[13:20:45] <gigaherz> since you have an
extended blockstate, youcan cast that IBlockState to
IExtendedBlockState
L81[13:20:54] <gigaherz> and query the data
from the unlisted property
L82[13:21:01] <gigaherz> which you can use
to decide which model you want to draw
L83[13:21:09] <gigaherz> get that model
from a cache
L84[13:21:19] <gigaherz> and return that
model's getQuads(...) result
L85[13:21:35] <gigaherz> and that's hwo you
make a block with a dynamically specified model.
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L89[13:27:31] <Furyofaseraph> ooooh
L90[13:27:39] <Furyofaseraph> okay - I
think I follow
L91[13:29:52] <gigaherz> oh btw, you
probably still need the statemapper
L92[13:30:20] <gigaherz> well,
depends
L93[13:30:25] <gigaherz> nm :P
L94[13:30:52] <Furyofaseraph> well, I will
for the next iteration which is stairs, slabs, etc, so I definitely
will there
L95[13:31:07] <Furyofaseraph> because
rotations, etc
L96[13:32:58] <Furyofaseraph> okay, I
should start within the ICustomModelLoader - to google!
L97[13:35:26] <Furyofaseraph> does it
matter that I do want the Block to actually use the JSONs found in
the assets folder?
L98[13:35:32] <Furyofaseraph> example
incoming:
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L100[13:39:05] <Furyofaseraph> suppose my
mod adds 4 flavours of stone, each with 3 "patterns":
flavours being "Granite", "Diorite",
"Brimstone", "Gneiss" and patterns being
"Smooth", "Cobble", "Brick"
L101[13:39:10] <Furyofaseraph> I want this
one block (using the flavour and pattern values found in the TE) to
decide if it should use the modelJSON
"block/stone/granite/smooth/cube" or
"block/stone/brimstone/cobble/cube"
L102[13:39:45] <Furyofaseraph> I don't
want to hardcode the quads, because I do want to retain the ability
of resource packs to override the model json
L103[13:40:17] <Furyofaseraph> maybe I'm
not groking how ICustomModelLoader and IBakedModel works
L104[13:41:54] <Furyofaseraph> (this is
what I get for coming back to MC modding after not toucing it since
v1.7)
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L107[14:04:22] <ForgeDiscord> <veesus
mikel heir> i feel you man all this model stuff is
confusing
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L109[14:21:52] <Furyofaseraph> yeah, no,
this is incredibly confusing and discouraging - I used to have it
so that the Block class would just pull the correct icon based on
the TE data, but that's out the door now
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L112[14:33:30] <gigaherz> sorry had to go
make dinner
L113[14:33:47] <gigaherz> Furyofaseraph:
this isn't the same thing that you are doing, but it is an example
of a custom model:
L115[14:33:58] <gigaherz> start reading
from the bottom
L116[14:35:00] <gigaherz> and this is the
block that uses that pipe model
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L119[14:40:19] <Furyofaseraph> alright,
let's give this a try...
L120[14:40:49] <Furyofaseraph> I don't
want to sound ungrateful - I appreciate the help, this is merely a
large paradigm shift that I'm having trouble groking
L121[14:41:18] <gigaherz> sure
L122[14:45:07] <Furyofaseraph> okay, I
think I get it
L123[14:45:30] <Furyofaseraph> IModel
picks up all the JSON info from the assets/whatever/models
directory and hangs on to them.
L124[14:46:07] <gigaherz> err what?
L125[14:46:11] <Furyofaseraph> IBakedModel
is kind of a wrapper that says "Here's how you use me in
game"
L126[14:46:24] <gigaherz> oh I see what
you mean
L127[14:46:33] <gigaherz> the process is
like this:
L128[14:46:58] <gigaherz> when mc loads it
calculates allt he blockstate combinations, and runs them through
the statemapper
L129[14:47:29] <Furyofaseraph> ahhh
L130[14:47:31] <gigaherz> from the
domain:path part of the returned MRLs, it loads the appropriate
blockstate jsons
L131[14:47:45] <gigaherz> and then from
that loaded blockstate json, it queries the info from the #variant
part of the MRL
L132[14:47:46] <Furyofaseraph> I thought
the state mapper took the CURRENT state and let you determine the
ModelLocation you want at the time
L133[14:47:54] <gigaherz> nope, it's
load-time
L134[14:47:55] <gigaherz> okay so
L135[14:48:03] <gigaherz> when forge loads
a blockstates json
L136[14:48:10] <gigaherz> the
"model" it references
L137[14:48:16] <gigaherz> goes through
ModelLoaderRegsitry.getmodel
L138[14:48:20] <gigaherz> which loads into
an IModel
L139[14:48:31] <gigaherz> from the first
model loader that accepts it
L140[14:48:57] <gigaherz> then it applies
all the values (textures, transforms, etc) to that IModel,
obtaining a result IModel
L141[14:49:18] <gigaherz> (old IModel +
textures -> returns a new IModel with the textures applied, and
so on for the other things)
L142[14:49:41] <Furyofaseraph> is the new
IModel typically the IBakedModel?
L143[14:49:42] <gigaherz> then afterward,
forge runs bake(..) on the final IModel
L144[14:49:46] <Furyofaseraph> ah,
gotcha
L145[14:49:49] <Furyofaseraph> i'll hush
>.<
L146[14:50:01] <gigaherz> the process of
baking, is the one that turns the IModel metadata, into the actual
IBakedModel
L147[14:50:10] <gigaherz> which NORMALLY
has all the data prepared and ready to use (baked)
L148[14:50:19] <gigaherz> but since mods
are special snowflakes that have special needs
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L150[14:50:30] <gigaherz> forge allows us
modders to make the IBakedModel dynamic
L151[14:50:49] <gigaherz> and that's where
the extended states come in
L152[14:51:07] <gigaherz> extended states
are a "hack" needed as a means to pass information from
the block to the rendering workers
L153[14:51:44] <gigaherz> when using the
blockstate the normal way, all the unlisted properties remain
unassigned, and hidden (hence, unlisted), from code querying the
blockstate
L154[14:52:00] <gigaherz> it's only when
someone has explicit knowledge of the IExtendedState, that it can
query the unlisted properties
L155[14:52:14] <gigaherz> and by
necessity, the only 2 places that are allowed to make use of this
IExtendedState
L156[14:52:25] <gigaherz> are
Block#getExtendedState, and IBakedModel#getQuads
L157[14:52:39] <gigaherz> the state
provides the bridge between the two
L158[14:52:55] <gigaherz> .
L159[14:53:00] <gigaherz> so, again:
L160[14:53:28] <gigaherz> during load:
forge will query your blockstates json, see your custom model
address that should be a fake location that only exists in your
loader
L161[14:53:49] <gigaherz> and from it gets
an IModel, that should return any required models from
getDependencies
L162[14:54:35] <gigaherz> then on bake,
you return the IBakedModel, that will parse the IExtendedState and
from it, decide which actual model it needs
L163[14:54:44] <gigaherz> this model it
can get using ModelLoaderRegistry.getModel(location)
L164[14:55:01] <gigaherz> and then baking
it by hand -- I'll showyou how to do that when you get to it
;P
L165[14:55:24] <gigaherz> and from the
"effective baked model", you call getQuads and return the
result.
L166[14:55:54] <gigaherz> now on the
Block, you will need to handle getExtendedState, and "fill
in" the unlisted property, with the info that you need from
your TE
L167[14:56:19] <gigaherz> and finally, if
the info in the TE changes, and you need to poke MC to force a
redraw
L168[14:56:34] <gigaherz> you can call
world.markBlockRangeForRenderUpdate
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L171[14:57:03] <Furyofaseraph>
Awesome
L172[14:57:50] <Furyofaseraph> reversing
the direction of information flow in my head, I think, really
helped - I think I'm beginning to get it.
L173[14:58:14] <Furyofaseraph> Lemme try
another swing at it (after I'm done making my bacon) and see how
much I'm tearing my hair out
L174[15:15:14] <Furyofaseraph> okay, the
only thing that I'm fuzzy right this minute is the
StateMapper
L175[15:16:18] <Furyofaseraph> that is to
say, with multiple possible states, how do I inform the state
mapper of all the possibilities?
L176[15:17:17] <gigaherz> ?
L177[15:17:34] <gigaherz> what kind of
possible states are we talking about?
L178[15:18:21] <gigaherz> also you don't
have to inform the statemapper of the states
L179[15:18:24] <ForgeDiscord>
<quadraxis> you only really need one
L180[15:18:36] <gigaherz> it checks all
states from the block
L181[15:18:44] <ForgeDiscord>
<quadraxis> and the model will handle delegating to other
models
L182[15:20:26] <Furyofaseraph> so I do not
need to do any kind of nested loop for my flavour/pattern
combinations to inform the IBlockState of anything in the
StateMapper?
L183[15:20:42] <Furyofaseraph> ... that
question may not have been very clear >.>
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L186[15:35:54] <gigaherz> not at all
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L189[15:36:41] <gigaherz> for all
practical purposes, you only need to make the statemapper return
the same MRL for all the blockstates
L190[15:37:01] <gigaherz> and then it is
the responsibility of the dynamic model to decidewhat the real
model is
L191[15:37:49] <Furyofaseraph> okay, so I
could just put a dummy location
L192[15:39:15] <Furyofaseraph> hah -
logger is yelling at me that it can't find
"Olympia:dummy_stone_solid"
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L196[16:06:16] <Furyofaseraph> alright, so
the block is pointing towards a placeholder model as defined by the
getModelResourceLocation method in the StateMapper
L197[16:07:20] <Furyofaseraph> andt he
block shows that placeholder in game... it does not, however,
complain about the delegate models (nor does it show them) - I
presume bacause I don't have the IModel baking done or the getQuads
done?
L198[16:11:38] <Furyofaseraph> (trying to
see if I'm missing something before I try working on the getQuads
method)
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L259[17:56:18] <Furyofaseraph> oops - I
napped
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L264[18:58:37] <Furyofaseraph> hey
gigaherz are you about?
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L267[18:59:32] <Furyofaseraph> I've put a
bunch of debug messages in there and it seems like hardly ever of
them get called
L268[19:00:36] <Furyofaseraph> I'm
registering the loader and setting the customStateMapper in the
ModelRegistryEvent, which I think is right?
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L270[19:05:10] <gigaherz> hey sorry I'm
technically here but it's 2am :P
L271[19:06:01] <Furyofaseraph> oh jeez -
go to bed!
L272[20:02:51] <Furyofaseraph> welp, I was
able to get a tessellation error... progress!
L273[20:15:10] <ForgeDiscord> <veesus
mikel heir> wasn't IExtendedState removed in 1.12
L274[20:18:29] <Furyofaseraph> naw, still
here
L275[20:19:15] <ForgeDiscord> <veesus
mikel heir> I can't seem to find it anywhere
L276[20:20:28] <Furyofaseraph> package
net.minecraftforge.common.property.IExtendedBlockState
L277[20:21:29] <ForgeDiscord> <veesus
mikel heir> i still dont understand it weeeee
L278[20:21:52] <Furyofaseraph> Join the
club >.<
L279[20:22:53] <ForgeDiscord> <veesus
mikel heir> i mean, i kinda get it theoretically but i have no
idea how to utilize it
L280[20:23:27] <Furyofaseraph> I just want
me 70,000 block mod back to a working state :(
L281[20:24:02] <ForgeDiscord> <veesus
mikel heir> i need to learn opengl
L282[20:24:10] <ForgeDiscord> <veesus
mikel heir> and rendering in general
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L285[20:28:03] <ForgeDiscord> <veesus
mikel heir> what the heck is a baked quad
L286[20:28:06] <ForgeDiscord> <veesus
mikel heir> my head is spinning
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L290[20:35:15] <ForgeDiscord>
<srs_bsns> I hear they smoke lots of dope at Killian Court.
¯_(ツ)_/¯
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L297[22:56:00] <Furyofaseraph> well, I got
all the blocks showing up! *applause*, but now I'm beginning to
wonder if several thousand blockstate and model jsons are the best
way to do this
L298[23:16:11] <ybden> This is minecraft,
don't expect anything to be done sanely
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