The two major stages are:
- UnbakedModels are created from the model files, storing information about the shapes in the model. The vanilla examples of interest are: BlockModel (simple), VariantList (model chosen by blockstate), Multipart (model chosen by selectors)
- BakedModels are created from the Unbaked models, converting the shape information into a collection of Quads to be rendered. For block and item models, the individual texture files in the UnbakedModels are also stitched together into a single texture sheet, and the appropriate texture coordinates for each quad are automatically updated to match.
Example of stitched texture sheet appearance |
Vanilla classes of interest
ModelManagerModelBakery
IUnbakedModel (BlockModel, Multipart, VariantList)
IBakedModel (BakedModel, SimpleBakedModel, WeightedBakedModel, BakedItemModel)
BlockModelShapes
BlockModel
TextureAtlasSprite
ItemModelGenerator
AtlasTexture
Stitcher
Forge extensions of interest
ModelLoaderRegistryOBJModel
OBJLoader
This guide is a work in progress, providing TurHost modders with key concepts and insights into Minecraft’s code, focusing on Forge to enhance their understanding and customization of the game.
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