
actsof3000
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Everything posted by actsof3000
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That did it! Thank you.
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There is no gui to the block as of yet. I'm changing the data on server side from onBlockActivated.
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Yes, I do. Even with using the S35PacketUpdateTileEntity, the data is not being save on closing the window. Updated Tile:
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I use the SendRecv in for changing the texture of my block.
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I'm having troubles with my NBT data being lost when I close the window. I have a packet handler set up for my tile, and it will save the data after exiting and reentering the world, but if I close Minecraft and reopen it, the data is lost. Did I set up the packet handler wrong? I will note the packethandler is being initialized in preInit.
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Indeed that seemed to do the trick. Final Code:
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I suppose it isn't necessarily a clipping issue if that didn't work. This is the result: http://i1381.photobucket.com/albums/ah231/actsof000/Untitled_zps96c5a5fd.png[/img] Code: After further observation of the screenshots, it seems as though the block is rendered above the overlay texture. Could that be due to it being render in pass 1?
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Okay, so i transferred my renders over to an ISBRH. And if i'm not mistaken I deleted all of the GLenable/disable stuff because the ISBRH does that for you. Is there a way to fix the clipping of textures between each other Code: http://i1381.photobucket.com/albums/ah231/actsof000/2014-12-25_164445_zps0cdc85ed.png[/img]
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Okay. Well I'm definitely taking this step by step. How do I render the texture on the outside versus the inside of the block like it is doing on the bottom? http://i1381.photobucket.com/albums/ah231/actsof000/2014-12-25_1023431_zps9c6d2afc.png[/img] Code:
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Oh okay! So when I get the IIcon I would get the U/V from the texture I wish to display correct? and I would use the U/V Max/Min corresponding to the x,y,z point I am drawing on the block? Okay, how would I go about using both the TESR and the ISRH in the same class? Why does my block not render as a block in my inventory? (sorry for the numerous questions. It seems as connections are made, more are broken haha)
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Okay. How do I use the IIcon in the TESR then?
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I'm confused on the differences and uses of the TileEntitySpecialRenderer vs the ISimpleRenderingHandler (yes I understand that TESR is a class and ISRH is an interface) I've tried both options for what I wish to do, but I can't seem to find the solution. I want to render a standard block with 3 textures (separate files) overlain on each other on each side. The first texture is completely transparent, the second is a semi-transparent, and the third is one that will switch between icons depending on the block's settings (In, out, or off). I've searched and searched to find a way to use separate files for the textures, and the closest I've gotten is using the default block texture map in the bindtexture for a TileEntitySpecialRenderer. @Override public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float f) { bindTexture(TextureMap.locationBlocksTexture); Tessellator tessellator = Tessellator.instance; GL11.glPushMatrix(); GL11.glTranslated(x,y,z); tessellator.startDrawingQuads(); // tessellator.addVertexWithUV(0, 0, 0, 0, 0); // tessellator.addVertexWithUV(0, 1, 0, 0, 1); // tessellator.addVertexWithUV(1, 1, 0, 1, 1); // tessellator.addVertexWithUV(1, 0, 0, 1, 0); tessellator.addVertexWithUV(0, 0, 0, 0, 0); tessellator.addVertexWithUV(1, 0, 0, 1, 0); tessellator.addVertexWithUV(1, 1, 0, 1, 1); tessellator.addVertexWithUV(0, 1, 0, 0, 1); tessellator.draw(); GL11.glPopMatrix(); } but I'm can't figure out how to point to my textures in that texture map. Current Rendering: http://i1381.photobucket.com/albums/ah231/actsof000/2014-12-24_152702_zpsd7d4e443.png[/img] Here are my textures, the red is the semi-transparent, and the clearer one is the third overlay(Sorry for the crude paint job) http://i1381.photobucket.com/albums/ah231/actsof000/2014-12-24_1527021_zpse7894145.png[/img] Overall, I am simply guessing on what I am doing in this method. If you can suggest a good tutorial, example, explanation, etc please do so.
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Well that didn't really help too much. I'm pretty rookie when it comes to rendering. I don't quite understand the difference between using the ISimpleRenderingHandler and the TileEntitySpecialRenderer and when to use them. I'm just trying to render a standard block(1m x 1m x 1m), but overlay my textures and I can't figure out how to complete that with either the RenderBlocks or the Tesselator. Edit: I have to specify, my textures are in separate files. i.e. RedCell_Side.png(semi-transparent) and RedCell_in.png(Overlain texture)
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Thank you for the suggestions. Can you point me in the direction of a good tutorial for using the TileEntitySpecialRenderer?
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I can't seem to figure out or find a source to know if I can have more than 2 render passes (pass 0 and 1), 0 for opaque textures, 1 for transparent. My goal is to have a semi-transparent texture, and then an overlayed texture that will rotate between states much like Thermal Expansion. If I set the render pass for 2, then the renderer never seems to get there, it stops at 1 which is when I render my semi-Transparent texture, and then it never renders the overlay to that. @Override public IIcon getTexture(int side, int pass) { if(pass == 0) { return IconRegistry.getIcon("Cell_Side_0"); } if(pass == 1) { if(side <= 1) return IconRegistry.getIcon("Cell_Top_Red"); else return IconRegistry.getIcon("Cell_Side_Red"); } if(side < 6){ return IconRegistry.getIcon("Cell_Side_" + this.getSendRecv(side)); } return null; } @Override public boolean canRenderInPass(int pass) { renderPass = pass; return true; } @Override public int getRenderBlockPass() { return renderPass; }