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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) - 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
  • ...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
  • 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
  • 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

Page text matches

  • [[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
  • [[Category:Models/1.16|Category:Models]]
    93 bytes (9 words) - 04:18, 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 (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

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