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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 (382 words) - 00:59, 19 May 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) - 04:14, 27 July 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
  • ...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) - 07:44, 10 June 2022
  • 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 (301 words) - 13:50, 12 January 2022
  • 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) - 04:13, 27 July 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
  • 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) - 07:44, 10 June 2022

Page text matches

  • [[Category:Models/1.16|Category:Models]]
    93 bytes (9 words) - 04:18, 27 July 2021
  • [[Category:Models/1.17|Category:Models]]
    93 bytes (9 words) - 05:49, 6 December 2021
  • [[Category:Models/1.18|Category:Models]]
    93 bytes (9 words) - 07:43, 10 June 2022
  • 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 (301 words) - 13:50, 12 January 2022
  • 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) - 04:13, 27 July 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
  • 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) - 07:44, 10 June 2022
  • [[Category:Models]]
    51 bytes (5 words) - 00:59, 19 May 2021
  • ...ing in between. Most models you’ll see will be in the vanilla JSON format. Models in other formats are loaded into an <code>IBakedModel</code> by an <code>IM ...i>examplemod:block/block</nowiki></code> → <code><nowiki>assets/examplemod/models/block/block</nowiki></code>).
    3 KB (481 words) - 04:14, 27 July 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) - 07:45, 10 June 2022
  • ...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) - 04:14, 27 July 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
  • ...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) - 07:44, 10 June 2022
  • ...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 (678 words) - 18:20, 24 September 2022
  • ...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 (382 words) - 00:59, 19 May 2021
  • Blockstate JSONs are Minecraft’s way to map “variant strings” to models. A variant string can be absolutely anything, from “inventory” to “po ...e, then when that case occurs, the model will display along with any other models whose conditions are met).
    4 KB (578 words) - 07:43, 10 June 2022
  • Blockstate JSONs are Minecraft’s way to map “variant strings” to models. A variant string can be absolutely anything, from “inventory” to “po ...e, then when that case occurs, the model will display along with any other models whose conditions are met).
    4 KB (578 words) - 04:12, 27 July 2021
  • Blockstate JSONs are Minecraft’s way to map “variant strings” to models. A variant string can be absolutely anything, from “inventory” to “po ...e, then when that case occurs, the model will display along with any other models whose conditions are met).
    4 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/1.16|Category:Models]]
    3 KB (503 words) - 04:14, 27 July 2021
  • * [[Datageneration/States and Models|<tt>BlockState</tt>s and Models]] <h3>Models</h3>
    4 KB (483 words) - 09:42, 28 March 2023
  • ...client-only files in <tt>assets</tt>: [[Introduction to Models|block/item models]], [[BlockState JSONs|blockstate JSONs]], [[Datageneration/I18n|language fi *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>
    4 KB (586 words) - 18:20, 15 October 2021
  • ...nt-only files in <tt>assets</tt>: [[Introduction to Models/1.16|block/item models]], [[BlockState JSONs/1.16|blockstate JSONs]], [[Datageneration/I18n/1.16|l *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>
    4 KB (569 words) - 04:13, 27 July 2021
  • ...nt-only files in <tt>assets</tt>: [[Introduction to Models/1.17|block/item models]], [[BlockState JSONs/1.17|blockstate JSONs]], [[Datageneration/I18n/1.17|l *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>
    4 KB (589 words) - 05:49, 6 December 2021
  • ...nt-only files in <tt>assets</tt>: [[Introduction to Models/1.18|block/item models]], [[BlockState JSONs/1.18|blockstate JSONs]], [[Datageneration/I18n/1.18|l *** <code>ItemModelProvider</code> - for item models; override <code>#registerModels</code>
    4 KB (589 words) - 07:44, 10 June 2022
  • Blockstate JSONs are Minecraft’s way to map “variant strings” to models. A variant string can be absolutely anything, from “inventory” to “po ...e, then when that case occurs, the model will display along with any other models whose conditions are met).
    4 KB (580 words) - 14:44, 18 June 2022
  • ...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/1.18|Category:Models]]
    4 KB (600 words) - 07:44, 10 June 2022
  • ...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
  • * [[Datageneration/States and Models/1.16|<tt>BlockState</tt>s and Models]] <h3>Models</h3>
    4 KB (500 words) - 13:59, 7 December 2021
  • * [[Datageneration/States and Models/1.17|<tt>BlockState</tt>s and Models]] <h3>Models</h3>
    4 KB (501 words) - 13:58, 7 December 2021
  • * [[Datageneration/States and Models/1.18|<tt>BlockState</tt>s and Models]] <h3>Models</h3>
    4 KB (505 words) - 08:03, 10 June 2022
  • ...rimary resource systems active: one on the client used for visuals such as models, textures, and localization called <code><nowiki>assets</nowiki></code>, th === Models ===
    6 KB (885 words) - 00:56, 8 February 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 === Models ===
    6 KB (885 words) - 04:14, 27 July 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 === Models ===
    6 KB (885 words) - 05:51, 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 === Models ===
    6 KB (885 words) - 07:45, 10 June 2022
  • ...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]]
    4 KB (598 words) - 13:59, 12 January 2022
  • ...s. See the wiki for information on how tint indices are defined in vanilla models.
    3 KB (490 words) - 03:59, 27 July 2021
  • ...s. See the wiki for information on how tint indices are defined in vanilla models.
    4 KB (520 words) - 16:56, 17 November 2021
  • ...s. See the wiki for information on how tint indices are defined in vanilla models.
    4 KB (520 words) - 05:51, 6 December 2021
  • ...s. See the wiki for information on how tint indices are defined in vanilla models.
    4 KB (520 words) - 07:46, 10 June 2022
  • ...cle, we will also be covering how to swap resources so that you can change models and textures, and see it in-game quickly.
    4 KB (668 words) - 16:14, 6 October 2022
  • ...ttaching a Capability/1.18|Attach a Capability]]. Furthermore this diagram models a persistent provider and its most basic form, for more information on how
    26 KB (3,797 words) - 07:43, 10 June 2022
  • ...[[#Attaching a Capability|Attach a Capability]]. Furthermore this diagram models a persistent provider and its most basic form, for more information on how
    26 KB (3,835 words) - 16:08, 2 July 2023