Obviously that's very hacky, and the variable names probably don't match up with what the real source code you have is, but I hope I helped save you some time in implementing a proper fix. If (colorMultiplier = -1 & bakedquad.getSprite() = TextureUtils.iconWaterStill) Second, in BlockModelRenderer.renderQuadsFlat, add some code after int colorMultiplier = CustomColors.getColorMultiplier(bakedquad, p_renderQuadsFlat_2_, p_renderQuadsFlat_1_, p_renderQuadsFlat_3_, p_renderQuadsFlat_8_) like this: The 10 best Minecraft texture packs 2023 How-to By Jen Allen published 16 June 2023 Spruce up your game with the best Minecraft texture packs (Image credit: Minecraft) Jump to: Clarity. Change the iblockstate.getMaterial() = Material.WATER check to (iblockstate.getMaterial() = Material.WATER || forceWater). I did manage to come up with a workaround.įirst, add a boolean parameter to CustomColors.getFluidColor called forceWater. BlockModelRenderer just tries CustomColors.getColorMultiplier, but I don't believe that works for an individual sprite.
Only BlockFluidRenderer has the CustomColors.getFluidColor call. I think the issue is that it's not actually rendering a 'fluid block', but rather just a texture. Realistic water texture pack - Minecraft Textures Minecraft Hub Minecraft Textures Upload Texture 'Realistic water texture pack ' Texture Clear filters Standard Texture Marshmallow PvP Texture Pack (16x - 32x) DustStormYT 15 Realistic Texture Mirror Ultra Graphics Resource Pack for Minecraft 1.13.