Tinkered with the beam a bit. Added WIP models for the routing nodes. Added basic item routing node.
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parent
08e8ebf724
commit
76dceb3534
11 changed files with 283 additions and 99 deletions
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@ -1,7 +1,45 @@
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{
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"variants": {
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"normal": { "model": "bloodmagic:BlockInputRoutingNode" }
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}
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"forge_marker": 1,
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"defaults": {
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"model": "bloodmagic:routing/OutputRoutingNodeCore",
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"rotation": [
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{
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"y": 45
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},
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{
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"x": 45
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}
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],
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"textures": {
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"core": "blocks/gold_block",
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"attachment": "minecraft:blocks/stone"
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},
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"uvlock": true // This and all other properties of "defaults" will be inherited by simple submodels. They will NOT be inherited by named submodels.
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},
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"variants": {
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"north": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase"}, // Simple submodel declaration. You can also specify multiple submodels for a variant.
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"false": {}
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},
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"south": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "y": 180},
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"false": {}
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},
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"east": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "y": 90}, // Submodel will be rotated.
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"false": {}
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},
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"west": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "y": 270},
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"false": {}
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},
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"down": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "x": 90},
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"false": {}
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},
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"up": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "x": -90},
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"false": {}
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} // Must have this in here or the blockstates loader will not know of all the properties and values, and it will create the wrong vanilla state strings.
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}
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}
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@ -0,0 +1,45 @@
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{
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"forge_marker": 1,
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"defaults": {
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"model": "bloodmagic:routing/OutputRoutingNodeCore",
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"rotation": [
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{
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"y": 45
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},
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{
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"x": 45
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}
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],
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"textures": {
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"core": "blocks/cobblestone",
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"attachment": "minecraft:blocks/stone"
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},
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"uvlock": true // This and all other properties of "defaults" will be inherited by simple submodels. They will NOT be inherited by named submodels.
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},
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"variants": {
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"north": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase"}, // Simple submodel declaration. You can also specify multiple submodels for a variant.
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"false": {}
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},
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"south": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "y": 180},
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"false": {}
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},
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"east": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "y": 90}, // Submodel will be rotated.
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"false": {}
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},
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"west": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "y": 270},
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"false": {}
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},
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"down": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "x": 90},
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"false": {}
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},
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"up": {
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"true": {"submodel": "bloodmagic:routing/RoutingNodeBase", "x": -90},
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"false": {}
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} // Must have this in here or the blockstates loader will not know of all the properties and values, and it will create the wrong vanilla state strings.
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}
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}
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@ -0,0 +1,14 @@
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{
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"parent": "bloodmagic:block/routing/OutputRoutingNodeCore",
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"textures": {
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"core": "blocks/gold_block",
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"attachment": "minecraft:blocks/stone"
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},
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"display": {
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"thirdperson": {
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"rotation": [ 10, -45, 170 ],
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"translation": [ 0, 1.5, -2.75 ],
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"scale": [ 0.375, 0.375, 0.375 ]
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}
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}
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}
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@ -0,0 +1,15 @@
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{
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"parent": "bloodmagic:block/routing/OutputRoutingNodeCore",
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"textures": {
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"core": "blocks/cobblestone",
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"attachment": "minecraft:blocks/stone"
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},
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"display": {
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"thirdperson": {
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"rotation": [ 10, -45, 170 ],
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"translation": [ 0, 1.5, -2.75 ],
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"scale": [ 0.375, 0.375, 0.375 ]
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}
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}
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}
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@ -6,5 +6,5 @@
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vec4 color = texture2D(bgl_RenderedTexture, texcoord);
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float r = sin(texcoord.x * 6 - 1.5 + sin(texcoord.y - time / 3.0)) * 1.1; //(sin((texcoord.x - texcoord.y) * 4 - time) + 1) / 2;
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gl_FragColor = vec4(color.r * gl_Color.r, color.g * gl_Color.g, max(color.b * gl_Color.b, r), color.a * gl_Color.a);
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gl_FragColor = vec4(min(1 - r, color.r * gl_Color.r), min(1 - r, color.g * gl_Color.g), color.b * gl_Color.b, color.a * gl_Color.a);
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}
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