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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) - 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
- ...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
- 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) - 05:50, 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) - 07:45, 10 June 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 (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 how26 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 how26 KB (3,835 words) - 16:08, 2 July 2023