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Showing content with the highest reputation on 04/28/17 in all areas

  1. You need to call World#notifyBlockUpdate from the TileEntity whenever a value used by Block#getActualState changes. This tells the server to send the TileEntity's update packet to any nearby clients as well as telling them to re-draw the chunk containing the block, using the new actual state to select the model. You also need to call World#notifyBlockUpdate from TileEntity#onDataPacket so that the client re-draws the chunk whenever it receives the TileEntity's update packet. You can see an example of a block that uses TileEntity data in Block#getActualState here: BlockColoredRotatable, TileEntityColoredRotatable
    2 points
  2. What the hell is this? Also, do not use the ItemModelMesher, use the ModelLoader in preInit.
    1 point
  3. Post the console log, it will almost always contain information about rendering errors.
    1 point
  4. Well, you aren't actually rendering anything in the TESR. It's not linked to model for the blockstate that the tileentity inhabits. In your block, override getRenderType(IBlockState) to return EnumBlockRenderType.INVISIBLE. This essentially tells Minecraft "hey, you don't have to worry about rendering this block, I'm going to handle it myself". In your TESR, call Minecraft::renderModel and provide a cached IBakedModel that was manually gained from the JSON. I get a BakedModel and cache it here, and render it here.(minus the bindTexture part).
    1 point
  5. He shouldn't even be using those classes, as there's a new way of client/server communication (SimpleNetworkWrapper).
    1 point
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