Render Type (Data Type)
Picks how a texture is drawn onto the model: the blending, culling and lighting style of a render layer. It is used by the render_type field of apoli:custom_model_render, and is given as a string. Matching ignores case and separators.
Values
render_type | Description |
|---|---|
translucent | The standard semi-transparent draw, with back faces drawn and alpha blended. The default, and the classic overlay look. It uses the tint and alpha. |
translucent_cull | Like translucent, but with back faces culled. Slightly cheaper, so use it when the texture has no see-through faces inside. |
cutout | Hard-edged: each pixel is either fully opaque or fully transparent, with no partial alpha. Good for crisp textures and decals. |
cutout_no_cull | cutout without back face culling, so thin or flat geometry shows from both sides. |
solid | A fully opaque draw that ignores the alpha channel. |
emissive | Glowing: drawn unlit at full brightness and alpha blended, but still tinted. Aliases: glow and translucent_emissive. Good for auras and energy effects that should shine in the dark. |
eyes | The vanilla eyes style, always at full brightness and untinted, so the tint fields are ignored. The classic glowing eyes look. |
energy_swirl | The aura of a charged creeper or wither armour: added on top of what is underneath so it glows, tinted, with the texture sliding across the model at the power's scroll_speed. Alias: swirl. |
emissive keeps your red, green, blue and alpha tint while glowing, and eyes is brighter and additive but ignores the tint. Pick emissive for a coloured glow, eyes for a plain overlay glow and energy_swirl for a moving shimmer.
On a geometry mode model, which stands on its own, emissive and eyes hide whatever is behind them like any solid model does, so water, stained glass and other see-through blocks behind a glowing model stay behind it instead of showing through. As an overlay on the entity's own model they don't block anything themselves, because the model underneath already does.
Example
{
"type": "apoli:custom_model_render",
"wide_texture_location": "example:textures/entity/visor.png",
"render_as_overlay": true,
"render_type": "emissive",
"body_parts": "head",
"red": 1.0,
"green": 0.3,
"blue": 0.3
}A red, glowing visor over the head.