Published Dec 6th, 2024, 12/6/24 2:05 am
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![Display Entity - Lighting and shading](https://i.postimg.cc/ryrcYs57/2024-12-01-16-42-40.png)
![Display Entity - Lighting and shading](https://i.postimg.cc/GmcC2j61/2024-12-01-16-43-39.png)
![Display Entity - Lighting and shading](https://i.postimg.cc/J438MF6q/2024-12-01-16-43-50.png)
![](https://i.postimg.cc/L6FRdST5/2024-12-01-16-45-15.png)
![](https://i.postimg.cc/sgwRZhRG/2024-12-01-16-45-27.png)
![](https://i.postimg.cc/CK5pCxFP/2024-12-01-16-45-43.png)
![](https://i.postimg.cc/KYWS0hjZ/2024-12-01-16-45-56.png)
![](https://i.postimg.cc/G2s0NgTv/2024-12-01-16-46-15.png)
![](https://i.postimg.cc/6qJsNVCg/2024-12-01-16-46-26.png)
![](https://i.postimg.cc/0jpT56fQ/2024-12-01-16-47-31.png)
This Bridge is inspired by Charles Bridge in Prague, with its magnificent golden arches.
Because display entities are entities, they do not get same shading properties as blocks. So just like any other mob in dark, it will stay dark at night unless you give them glowing properties that you give to custom mob skin using Optifine; adding emissive property in optifine file in your custom resource pack, and adding "_e" at the end of the name of the texture you want it to glow. However, when you do this. you won't get that gradual shading effect, but it would look bright overall, and make it look uncanny, and unnatural. Another way to make your entity glow is to place light source beside the summoning spot. So if you dissect your build in few section, and have multiple summoning spot, where each spot summon each section with different lighting strength, you might be able to give that gradual shading look. However, method I figured, that looks the best is to merge the display entity with blocks, as you can see in the image of bridge I built in this photo, it looks very natural, and blends quite well. However to do this, you would need to build with the block, and summon two separate display entity; one in default lighting (one that does not get effected by lighting source {sky:15,block:0}), and one that isn't in default, but with glowing emissive property. Reason why I did this was because, depending on the summoning spot, and how much that spot is exposed to what strength of lighting, the display entities will have different shading effect, and when you merge those entities together, it will make it look as if it is glitching. So the parts of your entity build, that you want it to not glow at night, summon it in default lighting to avoid this, since when you do this, all of the entities will have the same shading effect. Only summon the parts that you want it to glow to be not in default, and build the section that you want it to have shading effect, to be built with block.
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