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- ...eir shapes. Through the model system, blocks and items are mapped to their models, which define how they look. One of the main goals of the model system is t In order to link code to models and textures on disk, there exists the class <code>ResourceLocation</code>.2 KB (384 words) - 05:50, 6 December 2021
- The model providers are a specific type of data generators for defining models. All model providers are a subclass of <code>ModelProvider</code>. ...extures, doors, slabs, and even custom non-data-generated models as parent models.2 KB (304 words) - 05:49, 6 December 2021
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- #REDIRECT [[Tinted Textures/1.17|Tinted Textures]] [[Category:Models/1.17|Category:Models]]93 bytes (9 words) - 05:49, 6 December 2021
- * [[Getting Started/1.17|Getting Started]] * [[Proper Mod Structuring/1.17|Proper Mod Structuring]]4 KB (501 words) - 13:58, 7 December 2021
- The model providers are a specific type of data generators for defining models. All model providers are a subclass of <code>ModelProvider</code>. ...extures, doors, slabs, and even custom non-data-generated models as parent models.2 KB (304 words) - 05:49, 6 December 2021
- ...efault implementations for WaveFront OBJ files, buckets, composite models, models in different render layers, and a reimplementation of Vanilla's <code>built ...i>examplemod:block/block</nowiki></code> → <code><nowiki>assets/examplemod/models/block/block</nowiki></code>).4 KB (680 words) - 05:50, 6 December 2021
- ...eir shapes. Through the model system, blocks and items are mapped to their models, which define how they look. One of the main goals of the model system is t In order to link code to models and textures on disk, there exists the class <code>ResourceLocation</code>.2 KB (384 words) - 05:50, 6 December 2021
- ...evelopers to write code to programmatically generate the [[Using Resources/1.17|assets and data]] files of mods. ...odels]], [[BlockState JSONs/1.17|blockstate JSONs]], [[Datageneration/I18n/1.17|language files]], etc.4 KB (589 words) - 05:49, 6 December 2021
- Blockstate JSONs are Minecraft’s way to map “variant strings” to models. A variant string can be absolutely anything, from “inventory” to “po ...del corresponding to a block in the world, it takes the [[BlockState JSONs/1.17|blockstate]] for that position, and then it uses a map within <code>ModelMa4 KB (578 words) - 05:49, 6 December 2021
- ...on along that spectrum, instead of being stuck with four “slots” for their models in the animation. The same is true of the compass and clock. [[Category:Models/1.17|Category:Models]]4 KB (601 words) - 05:50, 6 December 2021
- ...rimary resource systems active: one on the client used for visuals such as models, textures, and localization called <code><nowiki>assets</nowiki></code>, th ...happen to be a great way to uniquely identify objects (e.g. [[Registration/1.17|registries]]).6 KB (885 words) - 05:51, 6 December 2021