LOD for foliage not being generated correctly

DH seems to be unable to generate the LOD's corresponding to the foliage, it can definitely detect when it exists but the color is a weird pink instead of green, textures: RT by hodi
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Solution:
I think I know what the issue is Though I need to test it is that is true The grass texture is gray and is colored later by MC, MC knows to color the texture because in the model file a "tintindex" entry is present next to the texture access, but the grass in this RP has texture accesses without the tintindex, it does not break vanilla rendering as the faces with tge gray textures are 1D lines (a.k.a. insisible), but DH has no way of knowing that as it only looks at textures If that theory is correct the RP author has to either: add tintindex to every texture access or remove redundant invisible texture accesses...
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29 Replies
Miki_P98
Miki_P984d ago
Some resourcepack have a weird config in them that makes DH thing there are 2 plant: 12 green and 1 ping, if that happens it sometimes choses the pink ones iirc Last time this was reported it was a resourcepack issue, I will assume it this time too Can you paste a donwload link to the pack? Or if the pack is paid, try sending just the grass (or whatever is broken): blockstate, models and texturess it uses
kaladin
kaladinOP4d ago
sent a PM
Miki_P98
Miki_P984d ago
It is tall grass and short grass that is broken yes?
kaladin
kaladinOP4d ago
i have only found these so far
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kaladin
kaladinOP4d ago
i am assuming tall grass is 2 high blocks? looking tall grass is working fine huh
kaladin
kaladinOP4d ago
plot twist?
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kaladin
kaladinOP4d ago
its the slightly brighter green patch in the center
kaladin
kaladinOP4d ago
after moving forward a little
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Miki_P98
Miki_P984d ago
Can you disable tint with avoided blocks and set block to ignore to None, it will be easier to pin point the fault to a single plant block without the grass below affecting anything You can restore the settings later, just send some SS with this combo of the same group of blocks, but made from LODs and in vanilla RD
kaladin
kaladinOP4d ago
uhh sorry but i have no idea what "disable tint with avoided blocks" or "set block to ignore to None" mean
kaladin
kaladinOP4d ago
i removed all textures and put some patches down on a chunk border to see it side by side
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Miki_P98
Miki_P984d ago
Those are DH settings, they do what they say Yeah, the pink is a resourcepack issue Now to just figure out why it happens exactly
kaladin
kaladinOP4d ago
do u still need me to do this?
kaladin
kaladinOP4d ago
with set block to ignore to None
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kaladin
kaladinOP4d ago
with both of these
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kaladin
kaladinOP4d ago
the above two were with the RP i am trying to fix
kaladin
kaladinOP4d ago
both options changed in vanilla RP
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kaladin
kaladinOP4d ago
the yellow/red are flowers
Solution
Miki_P98
Miki_P984d ago
I think I know what the issue is Though I need to test it is that is true The grass texture is gray and is colored later by MC, MC knows to color the texture because in the model file a "tintindex" entry is present next to the texture access, but the grass in this RP has texture accesses without the tintindex, it does not break vanilla rendering as the faces with tge gray textures are 1D lines (a.k.a. insisible), but DH has no way of knowing that as it only looks at textures If that theory is correct the RP author has to either: add tintindex to every texture access or remove redundant invisible texture accesses
kaladin
kaladinOP4d ago
got any resource pack recommendation that works good out of the box and looks nice?
Miki_P98
Miki_P984d ago
If you want to patch it your self, you need to add , "tintindex": 0 to every line inside every "faces" oject in files short_grass.json, grass3.json and grass4.json I use PureBDCraft and Vanilla Tweaks PureBDCreaft being the main one above vanilla tweaks And an addon for better PureBDCreaft shader support As well as some otehr small RPs that change couple standalone things as e.g. connected beds
kaladin
kaladinOP4d ago
whats it called
Miki_P98
Miki_P984d ago
PureBDCraft (I use x512, abaible in everythin from x16 to x512 for free) and Vanilla Tweaks Both have their own website, they are not available on neither Modrinth, CurseForge nor Planet Minecraft
Miki_P98
Miki_P984d ago
BDcraft.net
Downloads
All of the BDcraft downloads! Resourcepacks with tons of exclusive assets such as textures, sounds, music, and 3D models!
BDcraft.net
PureBDcraft for Minecraft Java Edition
Completely transform your Minecraft experience and make it look like a comic. Ton of exclusive textures and 3D models for a high definition experience!
Miki_P98
Miki_P984d ago
kaladin
kaladinOP4d ago
i meant the add on you said is for better shader support, i guess that is a part of vanilla tweaks?
Miki_P98
Miki_P984d ago
No, that is a PureDBCreaft addon I've made it myself based on the old 1.14 shader support addon that you can find here: https://bdcraft.net/community/viewtopic.php?t=7069 I can DM you my edit of it
PureBDcraft Shader Support - BDcraft.net Community
PureBDcraft Shader Support for MC1.17 by Kriaga labPBR Normal, Specular Maps, SSS, porosity, and emission (height maps and AO maps are not supported) Supports POM, PBR and Specular Maps ( Note: Connected textures don't work ) Supports POM, PBR a...
kaladin
kaladinOP4d ago
@Miki_P98 is a god gamer
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Miki_P98
Miki_P984d ago
If you have some way of contacting the resourcepack artist, you can pass the info and fix onto them if you want to I've just remembered that Puhpine said that DH only takes the top (up) texture for cnsideration So the fix can be simplified to putting "tintindex": 0 on every up facing face Though if the block part is rotated IDK how that will work, so the full of putting "tintindex": 0 on every face is probably better

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