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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) - 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) - 07:44, 10 June 2022

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  • #REDIRECT [[Tinted Textures/1.18|Tinted Textures]] [[Category:Models/1.18|Category:Models]]
    93 bytes (9 words) - 07:43, 10 June 2022
  • Please read the [[FCWMeta:Wiki Policy/1.18|wiki policy]] before editing! * [[Getting Started/1.18|Getting Started]]
    4 KB (505 words) - 08:03, 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) - 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 (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) - 07:44, 10 June 2022
  • ...evelopers to write code to programmatically generate the [[Using Resources/1.18|assets and data]] files of mods. ...odels]], [[BlockState JSONs/1.18|blockstate JSONs]], [[Datageneration/I18n/1.18|language files]], etc.
    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 ...del corresponding to a block in the world, it takes the [[BlockState JSONs/1.18|blockstate]] for that position, and then it uses a map within <code>ModelMa
    4 KB (578 words) - 07:43, 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/1.18|Category:Models]]
    4 KB (600 words) - 07:44, 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 ...happen to be a great way to uniquely identify objects (e.g. [[Registration/1.18|registries]]).
    6 KB (885 words) - 07:45, 10 June 2022
  • [[#Accessing a Capability/1.18|Accessing a Capability]] for more information), it is the provider's respon the [[#Exposing a Capability/1.18|Exposing a Capability]] section on how to correctly create a Capability Pro
    26 KB (3,797 words) - 07:43, 10 June 2022