From e6210005fb76f5c04044c8b8a03f95aa03db98ef Mon Sep 17 00:00:00 2001 From: NickAc <32451103+NickAcPT@users.noreply.github.com> Date: Wed, 28 Aug 2024 00:08:02 +0100 Subject: [PATCH] Skip emissives in Bbmodel generation --- .../src/generator.rs | 8 +++++++- 1 file changed, 7 insertions(+), 1 deletion(-) diff --git a/utils/nmsr-rendering-blockbench-model-generator-experiment/src/generator.rs b/utils/nmsr-rendering-blockbench-model-generator-experiment/src/generator.rs index 1b227d1..6d7052f 100644 --- a/utils/nmsr-rendering-blockbench-model-generator-experiment/src/generator.rs +++ b/utils/nmsr-rendering-blockbench-model-generator-experiment/src/generator.rs @@ -163,7 +163,13 @@ impl ModelGenerationProject { If you haven't drawn your Cape yet, make sure to do so, then use the Ears Manipulator to set it up on your skin.".to_string()); } } - + + if let Some(mut features) = features { + // Harcode emissives to false - I believe blockbench supports emissive textures, + // but Ears skins' emissives aren't separate textures, and instead are based off of specific colors. + features.emissive = false; + } + self.part_context.ears_features = features; ears_rs::utils::process_erase_regions(&mut texture)?;