![]() When a ResourceLocation refers to the location of a JSON model, it is not suffixed with. To have more complicated models, another format must be used. JSON models only support cuboid elements there is no way to express a triangular wedge or anything like it. On the wiki, there is a definition of its format. It defines cuboid (cube/rectangular prism) elements and assigns textures to their faces. Vanilla Minecraft’s JSON model format is rather simple. If there is an mcmeta file associated with the texture, and an animation is defined, the image can be rectangular and is interpreted as a vertical sequence of square regions from top to bottom, where each square is a frame of the animation. 5x10 and 4x8 are completely broken as they are not square.). 5x5 and 30x30 are not recommended because they are not powers of 2. A texture should also be square, and the side length of a texture should be a power of two, as doing otherwise breaks mipmapping (e.g. If a texture is larger or smaller, the coordinates are scaled to fit. Additionally, in Minecraft, the UV coordinates (0,0) are taken to mean the top-left corner. examplemod:block/test → assets/examplemod/textures/block/test.png). When ResourceLocations refer to textures in models, the paths are taken to be relative to textures/ (e.g. Textures, like models, are contained within resource packs and are referred to with ResourceLocations. examplemod:block/block → assets/examplemod/models/block/block.json).īlock and item models differ in a few ways, the major one being item property overrides. When ResourceLocation refers to a model, the path is normally relative to models (e.g. Most things do not care about what loaded the model or what format it’s in as they are all eventually represented by an BakedModel in code. Forge provides default implementations for WaveFront OBJ files, buckets, composite models, models in different render layers, and a reimplementation of Vanilla’s builtin/generated item model. Models in other formats are loaded into IModelGeometrys by an IModelLoader at runtime. Most models you’ll see will be in the vanilla JSON format. It can be a simple cube, it can be several cubes, it can be a truncated icosidodecahedron, or anything in between. Once again, we’ll want to return false because our block is less than 1m^3 so we’ll want light to propagate through it. IsFullCube is used to determine if light should pass through the block. Since our block doesn’t take up the entirety of the 1m^3 cube, we’ll want to return false so the faces of adjacent blocks can be seen behind our block. ![]() IsOpaqueCube is used to determine if this block should cull faces of the adjacent block. In both of these methods, we’ll want to return false from both of these methods in order to change some of the default Minecraft behavior. The two methods we’ll be override are isOpaqueCube and isFullCube. Our BlockPedestal class will extend our BlockBase class so we can use the code we’ve already written for item model registration. We need to create a new class instead of just using the BlockBase class because we’ll need to override a couple of methods to have the model render properly. The first thing we’ll need to do is create a block class. We’re going to add a new block that has a custom JSON model (that is, one defined completely by us, not one of Mojang’s).
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