Hello, and sorry if my title or the text that is to follow is a little bit confusing.
I'm trying to make a block, that when placed will automatically take up the two blocks it's placed in (Much like a door), however no matter what I try, I can't get it to work. I'm wondering if there is any tutorial for this kind of thing, but if there isn't I'll quickly explain how I'm going about it right now.
I have created two models (for the top half and the bottom half) of the object, and I have verified that these models both work in game. I currently have it set up so that when the renderer is called to render the block, it attempts to retrieve a piece of data from the block, and then decides what model to use based off of that.
public class RenderElevatorCar extends TileEntitySpecialRenderer{
private static final ResourceLocation texture = new ResourceLocation(ArkMod.MODID + ":textures/model/ElevatorCar.png");
@Override
public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
//Get the entity
ElevatorCarEntity entity = (ElevatorCarEntity) tileentity;
//Get the model this entity uses
TileEntityModel model = ElevatorCarEntity.carModel[entity.model];
System.out.println(entity.model);
GL11.glPushMatrix();
GL11.glTranslatef((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F);
GL11.glRotatef(180, 0F, 0F, 1F);
this.bindTexture(texture);
GL11.glPushMatrix();
model.renderModel(0.0625f);
GL11.glPopMatrix();
GL11.glPopMatrix();
}
}
The problem I seem to be having here is that I can not figure out how to store data in the Tile Entity. When I set
ElevatorCarEntity.model
anywhere, it simply does not show up when it comes time to render that block. (For all I know this might be a really bad way of going about this, and if it is, I'd greatly appreciate to know). I have tried to use NBT tags, but to no avail (I haven't been able to find a good tutorial for it, and the ones I was able to follow ended up not working).
I have been trying to get this working for many hours, and I am fresh out of ideas. Any help and/or criticism would be greatly appreciated. Thanks in advance,
- Nicholas