Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

[7.99.6] [graphical] breaking a pipe graphic is purple and black (like the obsidian pipe) #3762

Open
bhi-elliot opened this issue Aug 1, 2017 · 8 comments

Comments

Projects
None yet
5 participants
@bhi-elliot
Copy link

commented Aug 1, 2017

Hi there,
Thanks for the mod!
Just a small thing. When breaking a iron transport pipe or diamond pipe (and possibly others), the little animated bits of 'pipe' that get splashed around to let the player know they are breaking a pipe looks purple and black, as if breaking an obsidian pipe).
Hope that helps.
Peace.

@AEnterprise

This comment has been minimized.

Copy link
Member

commented Aug 1, 2017

not easely fixable atm but would be very simple to do if forge pulls MinecraftForge/MinecraftForge#4006 then we can get the pipe TE and thus texture

@bhi-elliot

This comment has been minimized.

Copy link
Author

commented Aug 1, 2017

Ah. That looks like a nice solution for many mods.
I'm guessing what I'm seeing is the default 'no texture' graphic, eh? I thought it was the obsidian pipe texture.
I don't remember this being an issue last time I ran BC, in 1.6.4, but I guess a lot has changed.
Thanks for the quick reply and I hope that PR goes through and it is easy to implement.
Thank you!

@AEnterprise

This comment has been minimized.

Copy link
Member

commented Aug 1, 2017

yeah it's the no texture texture you are seeing

i'm not sure how older BC versions did it but in rendering has changed imensely since then so i doubt the old way works

@asiekierka

This comment has been minimized.

Copy link
Member

commented Aug 27, 2017

@AEnterprise You could also provide custom particle spawning code, as Charset does in its BlockBase.

@AEnterprise

This comment has been minimized.

Copy link
Member

commented Aug 27, 2017

that is indeed another option, though the forge PR has been tested and asigned for final aproval (for a long while now so not sure why it's not merged yet) so i'm assuming it'll be merged relatively soonish? it would probably be an easier aproach

@rikka0w0

This comment has been minimized.

Copy link

commented Aug 28, 2017

getParticleTexture() is not IBlockState sensitive yet, but I think there may be a easier solution: assign separate model instances to different pipe blockStates, the texture is passed to the IBakedModel in the constructor.

@AEnterprise

This comment has been minimized.

Copy link
Member

commented Aug 28, 2017

that could work but at this point the pipes are not different blockstates, they are the same with an unlisted property that contains the TE

@AEnterprise

This comment has been minimized.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.