Everything posted by BeardlessBrady
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		GetBoundingBox from TileEntity State
		
		Yes! I fixed it, I just did try { int face = ((ModTile) source.getTileEntity(pos)).getField(7); switch (face) { default: case 0: return BOUND_BOX_N; case 1: return BOUND_BOX_E; case 2: return BOUND_BOX_S; case 3: return BOUND_BOX_W; } } catch (NullPointerException n) { return super.getBoundingBox(state, source, pos); } That way when it first calls a null exception it will ignore it, then once the tile exists it will fix
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		GetBoundingBox from TileEntity State
		
		Basically When I rotate it there seems be about a 1 radius between the actual block and the rotation point. When I move the rotation point it just moves the block and the rotation point. I want to move the rotation point on that specific part of the block. Translating also isnt working
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		Trouble with Model Rotation
		
		Is there a way to make it constantly spinning so I can help pin down the best rotation point?
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		GetBoundingBox from TileEntity State
		
		Is there a way to set or reset the bounding/collision boxes after the block has been placed?
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		GetBoundingBox from TileEntity State
		
		Yes, theres a nullPointer when it looks for a tile entity. I assumed this was because it gets the collision and bounding box before it places the tile entity, am I wrong?
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		Trouble with Model Rotation
		
		I'm really having trouble on getting my model to rotate correctly on the X-axis. The picture below is when I set the X-Rotation to 3.155F to make it the right way. the next is X-Rotation set to 4F. I want to make it rotate around the wooden pole in the middle bottom area. https://github.com/BeardlessBrady/Meat-Mod/blob/master/src/main/java/gunn/modmeat/client/render/RenderHorseCart.java https://github.com/BeardlessBrady/Meat-Mod/blob/master/src/main/java/gunn/modmeat/client/model/ModelHorseCart.java Any help would be greatly appreciated!
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		GetBoundingBox from TileEntity State
		
		Right, I thought so too. If I call EnumFacing facing = state.getActualState(source, pos).getValue(StateHandler.FACING); in the 'getBoundingBox' method, I get a crash on block place http://pastebin.com/6hfHwut2
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		GetBoundingBox from TileEntity State
		
		I'm attempting a custom bounding/collision box which obviously has to be different based on which direction the block is facing. Unfortunately the enumFacing in the block is dealt with through the tileEntity and 'getActualState' method. Which I think is the reason it always outputs 'north'. Any ideas how to fix/go around this besides moving facing to the block. https://github.com/BeardlessBrady/Currency-Mod/blob/30d7853c28bb545448b09ac3a9b723c2064c11e4/src/main/java/gunn/modcurrency/common/blocks/BlockVendor.java
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		Manipulating Baked Model Quads
		
		It asks for a resource location, how would I go about grabbing a resourceLocation from an item object?
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		Manipulating Baked Model Quads
		
		How do you grab the unbaked model?
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		Manipulating Baked Model Quads
		
		Just as a test I added an apple model into my modded block. https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.11/src/main/java/gunn/modcurrency/client/model/BakedModelVendor.java How do I go about resizing it and translating it. Also it seems to have a black 16x16 square around it.
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		TESR Rendering causing immense lag
		
		How do I go about setting rotation, scale, and translation then?
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		TESR Rendering causing immense lag
		
		Alright well I got it working....sorta. On the old TESR it would render multiple of the item because of the for loop. now it only renders one in an odd spot, or maybe all of them in one spot. I updated my github with my current code. https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.11/src/main/java/gunn/modcurrency/client/render/RenderTileVendor.java
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		TESR Rendering causing immense lag
		
		After further investigation I noticed the render is rendering under the player and moves when they move, which I know is an issue if you leave a GLStateManager.pushMatrix(); open without popping it...but I have made sure to do this for each use of this piece of code.
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		TESR Rendering causing immense lag
		
		I looked at the renderQuad method. I attempted to do what its doing there but nothing renders, am I close to whats right? https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.11/src/main/java/gunn/modcurrency/client/render/RenderTileVendor.java
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		TESR Rendering causing immense lag
		
		ah I see, thanks
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		[1.11] Where is 'PlayerUseItemEvent'?
		
		oh, thanks!
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		[1.11] Where is 'PlayerUseItemEvent'?
		
		I can't seem to find PlayerUseItemEvent in 1.11, has it been changed or removed?
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		TESR Rendering causing immense lag
		
		I found the method, but I can't call it because its private
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		TESR Rendering causing immense lag
		
		I got that working...But how do I add quads to the vertexBuffer, there isn't a method that accepts quads.
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		TESR Rendering causing immense lag
		
		Is the 'getItemModelWithOverrides' a method of an ItemStack or where do I call it from?
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		TESR Rendering causing immense lag
		
		My main problem is I'm not sure how to add an item render to the vertexBuffer since you can't use Minecraft.getMinecraft().getRenderItem().renderItem(new ItemStack(Items.DIAMOND_CHESTPLATE), ItemCameraTransforms.TransformType.GROUND);
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		TESR Rendering causing immense lag
		
		So Im not quite sure how to use the FastTESR. It seems to work much differently then a normal TESR.
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		TESR Rendering causing immense lag
		
		The itemstack is just for testing, eventually it will pull from the tile's container itself
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		TESR Rendering causing immense lag
		
		I've been really frustrated with this as of late. I'm trying to render items on the model from the container. Im using a TESR and whenever I place the block down it causes immense lag. https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.11/src/main/java/gunn/modcurrency/client/render/RenderTileVendor.java
 
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