Delpig
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Posts posted by Delpig
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Ah yes XD
Here's my renderer, the line "refitem.getRegistryName().getPath()" return "air" not the name of the file..But if i replace this by my file name, it works.
Where is set the "path" attribute ?
public class RenderTrainingArrow extends ArrowRenderer<EntityTrainingArrow> { public RenderTrainingArrow(EntityRendererManager renderManagerIn) { super(renderManagerIn); // TODO Auto-generated constructor stub } @Override public ResourceLocation getEntityTexture(EntityTrainingArrow entity) { Item refItem = entity.getArrowStack().getItem(); return new ResourceLocation(AlduinMod.MOD_ID + ":textures/entity/projectiles/"+ refItem.getRegistryName().getPath()); } }
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Oh okay !
What should i do in that method ?@Override public IPacket<?> createSpawnPacket(){ return NetworkHooks.getEntitySpawningPacket(this); }
I did that but my projectile is totally black
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Could you explain me this ? "getSpawnpacket" i haven't found it or i'm searching at the wrong place
I'm trying to create a custom bow and arrow but my arrow isn't rendering on client.
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I added the "s" to my projectile folder but it doesn't change anything, also there isn't any error related in my console when i shoot
Maybe it's my projectile png who isn't good.
I don't know..
Update:
I used this in my entity
@Override public IPacket<?> createSpawnPacket(){ return NetworkHooks.getEntitySpawningPacket(this); }
This is the new line in my renderer
return new ResourceLocation(AlduinMod.MOD_ID + ":textures/entity/projectiles/"+ refItem.getRegistryName().getPath()+ ".png");
And it works fine
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Oh yes you're genius ! my json file were in my modid folder not minecraft folder ! It works now !
But i have and other issue, my arrow isn't rendering when i shoot it, but if i'm making an effect onHit, it work.. so..
If you could know from where it cameHere's my render class
package com.alduin.alduinmod.client.render; import com.alduin.alduinmod.AlduinMod; import com.alduin.alduinmod.entity.training_arrow.EntityTrainingArrow; import net.minecraft.client.renderer.entity.ArrowRenderer; import net.minecraft.client.renderer.entity.EntityRendererManager; import net.minecraft.item.Item; import net.minecraft.util.ResourceLocation; public class RenderTrainingArrow extends ArrowRenderer<EntityTrainingArrow> { public RenderTrainingArrow(EntityRendererManager renderManagerIn) { super(renderManagerIn); // TODO Auto-generated constructor stub } @Override public ResourceLocation getEntityTexture(EntityTrainingArrow entity) { Item refItem = entity.getArrowStack().getItem(); return new ResourceLocation(AlduinMod.MOD_ID + ":textures/entity/projectile/"+ refItem.getRegistryName().getPath()); } }
And my ClientSideEvent
package com.alduin.alduinmod.client; import com.alduin.alduinmod.AlduinMod; import com.alduin.alduinmod.client.render.RenderTrainingArrow; import com.alduin.alduinmod.init.entityTypes; import net.minecraftforge.api.distmarker.Dist; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.fml.client.registry.RenderingRegistry; import net.minecraftforge.fml.common.Mod.EventBusSubscriber; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; @EventBusSubscriber(modid = AlduinMod.MOD_ID, bus=EventBusSubscriber.Bus.MOD, value=Dist.CLIENT) public class ClientModEventSubscriber { @SubscribeEvent public static void onClientSetup(final FMLClientSetupEvent event) { RenderingRegistry.registerEntityRenderingHandler(entityTypes.ARROW.get(), RenderTrainingArrow::new); } }
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I don't this so...
I added my arrow to a registry..
But a tag ?I have something like that
{ "replace": false, "values": [ "alduinmod:training_arrow" ] }
Is that you are meaning ?
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Hello,
I wanted to create a custom bow and arrow, but I can't get it shot with a classic bow or my custom bow.
My arrow extends ArrowItem though...I'll see you around.
Delpig
[SOLVED] [1.15.2] Custom arrow entity not rendering
in Modder Support
Posted
I change my entity like that
And the renderer like that
And it works fine !
Thank you very much