forked from shadowfacts/shadowfacts.net
203 lines
6.1 KiB
Markdown
203 lines
6.1 KiB
Markdown
```
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metadata.title = "JSON Block Models"
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metadata.date = "2016-08-08 13:58:00 -0400"
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metadata.series = "forge-modding-112"
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metadata.seriesName = "Forge Mods for 1.12"
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```
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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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The first thing we'll need to do is create a block class. We need to create a new class instead of just using the `BlockBase` class because w'll need to override a couple of methods to have the model render properly. Our `BlockPedestal` class will extend our `BlockBase` class so we can use the code we've already written for item model registration.
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The two methods we'll be override are `isOpaqueCube` and `isFullCube`. 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.
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`isOpaqueCube` is used to determine if this block should cull faces of the adjacent 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.
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`isFullCube` is used to determine if light should pass through the block. Once again, we'll want to return `false` because our block is less than 1m^3 so we'll want light to propgate through it.
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```java
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package net.shadowfacts.tutorial.block;
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import net.minecraft.block.material.Material;
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import net.minecraft.block.state.IBlockState;
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public class BlockPedestal extends BlockBase {
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public BlockPedestal() {
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super(Material.ROCK, "pedestal");
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}
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@Override
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@Deprecated
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public boolean isOpaqueCube(IBlockState state) {
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return false;
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}
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@Override
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@Deprecated
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public boolean isFullCube(IBlockState state) {
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return false;
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}
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}
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```
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Next, we'll need to register our pedestal block in our `ModBlocks` class.
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```java
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// ...
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public class ModBlocks {
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// ...
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public static BlockPedestal pedestal = new BlockPedestal();
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// ...
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}
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```
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Don't forget to add a localization for the pedestal block!
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```properties
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# Blocks
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# ...
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tile.pedestal.name=Pedestal
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# ...
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```
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Next we'll need to create a blockstate file at `assets/tutorial/blockstates/pedestal.json` that tells Forge which model to use for the normal variant and the inventory variant.
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**Note:** See [Basic Forge Blockstates](/tutorials/forge-modding-112/basic-forge-blockstates/) for more information about the Forge blockstate format.
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```json
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{
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"forge_marker": 1,
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"variants": {
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"normal": {
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"model": "tutorial:pedestal"
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},
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"inventory": {
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"model": "tutorial:pedestal",
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"transform": "forge:default-block"
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}
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}
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}
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```
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Our blockstate file does a couple of things.
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1. It instructs Forge to use the model at `assets/tutorial/models/block/pedestal.json` for both the `normal` and `inventory` variants.
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2. It uses the `forge:default-block` transformation for the inventory variant. This makes the block appear at the proper angle in the inventory and in the hand.
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Now we need to create the Pedestal model itself. The model will be located at `assets/tutorial/models/block/pedestal.json`.
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```json
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{
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"textures": {
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"pedestal": "blocks/stonebrick",
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"particle": "blocks/stonebrick"
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},
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"elements": [
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{
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"from": [3, 0, 3],
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"to": [13, 11, 13],
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"faces": {
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"down": {
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"uv": [0, 0, 10, 10],
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"texture": "#pedestal",
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"cullface": "down"
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},
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"north": {
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"uv": [0, 0, 10, 11],
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"texture": "#pedestal"
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},
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"south": {
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"uv": [0, 0, 10, 11],
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"texture": "#pedestal"
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},
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"west": {
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"uv": [0, 0, 10, 11],
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"texture": "#pedestal"
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},
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"east": {
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"uv": [0, 0, 10, 11],
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"texture": "#pedestal"
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}
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}
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},
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{
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"from": [2, 11, 2],
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"to": [14, 12, 14],
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"faces": {
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"down": {
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"uv": [0, 0, 12, 12],
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"texture": "#pedestal"
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},
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"north": {
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"uv": [0, 0, 12, 1],
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"texture": "#pedestal"
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},
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"south": {
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"uv": [0, 0, 12, 1],
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"texture": "#pedestal"
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},
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"west": {
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"uv": [0, 0, 12, 1],
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"texture": "#pedestal"
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},
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"east": {
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"uv": [0, 0, 12, 1],
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"texture": "#pedestal"
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}
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}
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},
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{
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"from": [1, 12, 1],
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"to": [15, 13, 15],
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"faces": {
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"down": {
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"uv": [0, 0, 14, 14],
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"texture": "#pedestal"
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},
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"up": {
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"uv": [0, 0, 14, 14],
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"texture": "#pedestal"
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},
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"north": {
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"uv": [0, 0, 14, 1],
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"texture": "#pedestal"
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},
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"south": {
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"uv": [0, 0, 14, 1],
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"texture": "#pedestal"
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},
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"west": {
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"uv": [0, 0, 14, 1],
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"texture": "#pedestal"
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},
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"east": {
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"uv": [0, 0, 14, 1],
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"texture": "#pedestal"
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}
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}
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}
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]
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}
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```
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The model has two primary parts, the `textures` and the `elements`.
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The `textures` section contains a map of texture name to the location of the texture itself. We define the `pedestal` texture as `blocks/stonebrick` and then reference it using `#pedestal` in the face `texture` attribute. (The `particle` texture is used by Minecraft to generate the block breaking particle.)
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The `elements` section is an array of all the cuboid elements that the model is composed of.
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Each element has 3 properties:
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1. `from`: This is the bottom/left/backmost point of the element.
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2. `to`: This is the top/right/frontmost point of the elemnt. With the `from` property, this is used to determine the size of the element.
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3. `faces`: This is an object containg a map of directions to faces. All the faces are optional.
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Each face has several properties:
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1. `texture`: This is the texture to use for the face. This can be a reference to a predefined texture (e.g. `#pedestal`) or a direct reference (e.g. `blocks/stonebrick`).
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2. `uv`: This is an array of 4 integer elements representing the minimum U, mimumin V, maximum U, and maximum V (in that order). The U coordinates are the top and bottom Y coordinates of the texture defining the vertical section of the texture to use. The V coordinates are the left and right X coordinates of the texture defining the horizontal section of the texture to use.
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3. `cullface`: This is optional. If specified, this face will be culled if there is a solid block against the specified face of the block.
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![Finished Pedestal Model](https://i.imgur.com/Axt5iiE.png) |