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tutorial:custom_model [2020/08/14 07:12] – [custom model] Add a note regarding more dynamic rendering technici4ntutorial:custom_model [2020/11/12 09:22] – Enable AO for custom models technici4n
Line 73: Line 73:
  
 ==== BakedModel methods ==== ==== BakedModel methods ====
-The methods here are not used by the Fabric Renderer, so we don't really care about the implementation.+Not all the methods here are used by the Fabric Renderer, so we don't really care about the implementation.
 <code java> <code java>
 @Override @Override
Line 82: Line 82:
     @Override     @Override
     public boolean useAmbientOcclusion() {     public boolean useAmbientOcclusion() {
-        return false; // Again, we don't really care, etc...+        return true; // we want the block to have a shadow depending on the adjacent blocks
     }     }
  
     @Override     @Override
-    public boolean hasDepth() {+    public boolean isBuiltin() {
         return false;         return false;
     }     }
  
     @Override     @Override
-    public boolean isSideLit() {+    public boolean hasDepth() {
         return false;         return false;
     }     }
  
     @Override     @Override
-    public boolean isBuiltin() {+    public boolean isSideLit() {
         return false;         return false;
     }     }
Line 197: Line 197:
  
 ==== Updating the model ==== ==== Updating the model ====
-We will re-use the same model class, with a few changes: +We will re-use the same model class, with just small change:
-  * We will register the same model instance under a different name, so we'll make sure the model is only baked once.+
   * We will need a ''ModelTransformation'' that rotates/translates/scales the model depending on its position (in right hand, in left hand, in gui, in item frame, etc...). As we are creating a model for a regular block, we will use the one from "minecraft:block/block" which we will load during model baking.   * We will need a ''ModelTransformation'' that rotates/translates/scales the model depending on its position (in right hand, in left hand, in gui, in item frame, etc...). As we are creating a model for a regular block, we will use the one from "minecraft:block/block" which we will load during model baking.
  
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     private static final Identifier DEFAULT_BLOCK_MODEL = new Identifier("minecraft:block/block");     private static final Identifier DEFAULT_BLOCK_MODEL = new Identifier("minecraft:block/block");
  
-    private boolean isBaked = false; 
     private ModelTransformation transformation;     private ModelTransformation transformation;
          
Line 217: Line 215:
     @Override     @Override
     public BakedModel bake(ModelLoader loader, Function<SpriteIdentifier, Sprite> textureGetter, ModelBakeSettings rotationContainer, Identifier modelId) {     public BakedModel bake(ModelLoader loader, Function<SpriteIdentifier, Sprite> textureGetter, ModelBakeSettings rotationContainer, Identifier modelId) {
-        // Don't bake twice 
-        if(isBaked) return this; 
-        isBaked = true; 
-         
         // Load the default block model         // Load the default block model
         JsonUnbakedModel defaultBlockModel = (JsonUnbakedModel) loader.getOrLoadModel(DEFAULT_BLOCK_MODEL);         JsonUnbakedModel defaultBlockModel = (JsonUnbakedModel) loader.getOrLoadModel(DEFAULT_BLOCK_MODEL);
tutorial/custom_model.txt · Last modified: 2024/04/27 08:58 by florens