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iHamster

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Tree Puncher

Tree Puncher (2/8)

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  1. I take it as a type of suggestion one can't decline
  2. I need help once again. I came up with a "special block", which is supposed to "preserve empty space" while the door is open. It acts as it should - doesn't block movement and is transparent, when installed manually, but when it's put instead of a door element by the renderer, it blocks movement. Also, it seems like renderer doesn't unload on block replacement. Any ideas on what gould have gone wrong are appreciated. I know that removing block before placing a new one in not really necessery. "special block" : Renderer public class SpecialBlock extends Block { private static final BooleanProperty POWERED = BlockStateProperties.POWERED; private static final DirectionProperty FACING = BlockStateProperties.HORIZONTAL_FACING; public SpecialBlock (){ super(Block.Properties.create(Material.WOOD).doesNotBlockMovement()); } @Override public VoxelShape getShape(BlockState state, IBlockReader worldIn, BlockPos pos, ISelectionContext context) { return VoxelShapes.empty(); } @Nullable @Override public BlockState getStateForPlacement(BlockItemUseContext context){ return this.getDefaultState().with(FACING, context.getPlacementHorizontalFacing().getOpposite()); } @Override public boolean canDropFromExplosion (Explosion explosion) {return false;}; @Override protected void fillStateContainer(StateContainer.Builder<net.minecraft.block.Block, BlockState> builder) { builder.add(FACING, POWERED); } @Override public BlockRenderType getRenderType(BlockState state) { return BlockRenderType.INVISIBLE; } @Override public boolean hasTileEntity(BlockState state) { return false; } } : public class WindowTileEntityRenderer extends TileEntityRenderer <WindowTileEntity> { public WindowTileEntityRenderer(TileEntityRendererDispatcher rendererDispatcherIn) { super(rendererDispatcherIn); } IBakedModel model; Direction direction; BlockState state; private static DirectionProperty facing = BlockStateProperties.FACING; World world; BlockPos pos; boolean power; @Override public void render(WindowTileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { state = tileEntityIn.getBlockState(); if (state.getBlock().equals(RegistryHandler.WINDOW_TILE.get().getDefaultState().getBlock())){ // float a = tileEntityIn.turnAngle(); pos = tileEntityIn.getPos(); world = tileEntityIn.getWorld(); direction = world.getBlockState(pos).get(facing); if (world.isBlockPowered(pos) == true) {power = true;} else {power = false;}; BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher(); if (power) { world = tileEntityIn.getWorld(); world.removeTileEntity(pos); world.removeBlock(pos,false); System.out.println(state.toString()); System.out.println(direction.toString()); world.setBlockState(pos, RegistryHandler.SPECIAL_BLOCK.get().getDefaultState(),3); return; } model = dispatcher.getModelForState(world.getBlockState(pos)); matrixStackIn.push(); MatrixStack.Entry currentMatrix = matrixStackIn.getLast(); float red = 1; float green = 1; float blue = 1; IVertexBuilder vertexBuffer = bufferIn.getBuffer(RenderType.getTranslucent()); dispatcher.getBlockModelRenderer().renderModel(currentMatrix, vertexBuffer, null, model, red, green, blue, combinedLightIn, combinedOverlayIn, EmptyModelData.INSTANCE); matrixStackIn.pop(); } } @Override public boolean isGlobalRenderer(WindowTileEntity windowTileEntity) { return false; } }
  3. You were right, thank you very much!
  4. Ok, as far as I can understand (I'm still not very smart though) this code should draw something. But it doesn't. I've changed a few things, so now tile entity is created for each block, but I can't get any further than that. I'm trying to render a baked model, and probably I'm doing it wrong. Please, advise. The link to the GitHub is here, the renderer code is below. Renderer should get registered, but it doesn't work. Please, advise. Renderer registration: public static TileEntityType <WindowTileEntity> windowTileEntityTileEntityType; private void doClientStuff(final FMLClientSetupEvent event) { ClientRegistry.bindTileEntityRenderer(windowTileEntityTileEntityType, WindowTileEntityRenderer::new); System.out.println("renderer registered"); } public class WindowTileEntityRenderer extends TileEntityRenderer <WindowTileEntity> { public WindowTileEntityRenderer(TileEntityRendererDispatcher rendererDispatcherIn) { super(rendererDispatcherIn); } @Override public void render(WindowTileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { BlockState state = WINDOW_TILE.get().getDefaultState(); System.out.println("state " + state.toString()); matrixStackIn.push(); matrixStackIn.translate(0,2,0); BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher(); IBakedModel model = dispatcher.getModelForState(state); MatrixStack.Entry currentMatrix = matrixStackIn.getLast(); float red = 5; float green = 5; float blue = 3; IVertexBuilder vertexBuffer = bufferIn.getBuffer(RenderType.getCutout()); dispatcher.getBlockModelRenderer().renderModel(currentMatrix, vertexBuffer, state, model, red, green, blue, combinedLightIn, combinedOverlayIn, EmptyModelData.INSTANCE); matrixStackIn.pop(); } }
  5. Not anymore. I found out that Tile Entities are not created for some reason. I will rewrite everything from scratch, update github and get back for more help . ChampionAsh5357, Draco18s - thank you for your help!
  6. I'm missing something here. I've created a simple TE renderer, and registered it. Nothing changed at all. What am I doing wrong? public class GarageDoorWindowTileRenderer extends TileEntityRenderer<GarageDoorWindowTile> { public GarageDoorWindowTileRenderer(TileEntityRendererDispatcher rendererDispatcherIn) { super(rendererDispatcherIn); } @Override public void render(GarageDoorWindowTile tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { matrixStackIn.push(); matrixStackIn.translate(1,5,1); matrixStackIn.pop(); } } @SubscribeEvent public static void onClientSetupEvent(FMLClientSetupEvent event) { RenderTypeLookup.setRenderLayer(RegistryHandler.GARAGEDOORWINDOW_BLOCK.get(), RenderType.getSolid()); ClientRegistry.bindTileEntityRenderer(WindowTileEntity, GarageDoorWindowTileRenderer::new); }
  7. Is there a way to use a .json model with corresponding textures for tile entity rendering purposes? And I'd rather stick with idea of tile entities instead of blockstates, as in "open" position the model will have to have an offset from it's original position, which, in turn, will determine if it's time to close the whole door by checking redstone power. Unless I'm missing a way of rendering a stationary block with an offset.
  8. I'm trying to create garage doors mod, like garage doors from MalisisDoors, since it doesn't get updated. I got completely stuck trying to figure out how to make doors move. I'm going to store all data and logic of the door operation in NBT, it's not an issie. THE ISSUE is that I can't figure out what to do about rendering, which type of rendering to use, and on top of that wether I can use a .json model that I already have for this purposes, or I should create a new one in the code. I successfully failed to make either way work. Unfortunately, I'm not very clever, neither I am a Java expert, and, to make it even worse (who'd have thought it's possible?!) I can't find a tutorial that'd make any sense to me in regards of THE ISSUE. I've been experimenting with WindowTile for quite a while, but, like I said, I got completely stuck trying to make it move - in the end it should be able to "slide" and rotate. When I figure it out, everything else should be just a question of time. Any help, including useful links, is greately appreciated. Please, advise.
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