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sir_titi

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Everything posted by sir_titi

  1. well for starters i use this bufferBuilder.begin(GL11.GL_QUADS,Attributes.DEFAULT_BAKED_FORMAT); and not bufferBuilder.begin(GL11.GL_QUADS, DefaultVertexFormats.BLOCK); not that i am saying that it could not work, but you are using bakedModels private void renderReagent(CauldronTile te, float red, float green, float blue){ GlStateManager.pushMatrix(); /*maybe this could help for the dark model \/\/*/ GL11.glDisable(GL11.GL_LIGHTING); bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE); // GlStateManager.enableBlend(); // GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // GlStateManager.color(red, green, blue, .2f); GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY()+1.0F, -te.getPos().getZ()+1.0F); Tessellator tessellator = Tessellator.getInstance(); BufferBuilder bufferbuilder = tessellator.getBuffer(); bufferbuilder.begin(GL11.GL_QUADS, Attributes.DEFAULT_BAKED_FORMAT);//I prefer this since you are using bakedModels Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModel(getWorld(),getBakedModel(), getWorld().getBlockState(te.getPos()),te.getPos(),bufferbuilder, true); tessellator.draw(); // GlStateManager.disableBlend(); GlStateManager.translate(te.getPos().getX(), te.getPos().getY(), te.getPos().getZ()); GlStateManager.popMatrix(); /*maybe this could help for the dark model \/\/*/ GL11.glEnable(GL11.GL_LIGHTING); } And why are you translating back when done rendering? xs
  2. well i do it and everything works just fine, and no prob
  3. hey actually simple you need to add .obj to the location string if (bakedModelRetort == null) { try { modelRetort = OBJLoader.INSTANCE.loadModel(new ResourceLocation(DemConstants.MODID, "models/block/retort_liquid.obj")); } catch (Exception e) { throw new RuntimeException(e); } bakedModelRetort = modelRetort.bake(TRSRTransformation.identity(), DefaultVertexFormats.BLOCK, location -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString())); }
  4. Hey mate, I do use Wavefront models also, and do you want to just use a texture as item or the model? Cuss you can use your model to be rendered as item. you have to register an item for your block or it will not render. Items are for inventory,Gui, dropped.
  5. sir_titi

    r2s_Radio Mod

    Helloooo, I'm happy do pronounce our very first r2s_radio mod build against Forge: 10.13.4.1448 and Minecraft v1.7.10. It adds a useful music-player to minecraft so you can listen to any mp3 file stored on your harddrive. This mod is also a core mod for the future r2s expansion modules (COMING SOON !!). Changelog: v1.0.0 added core ability (will be used for future modules), added music library to play songs, added play, next and previous function to control your music, added volume control, added shuffle function to play your music in a random order, added memory, last played song will be remembered when returning to game, added 3d model with temporary texture, W.I.P: sound fadings according to your distance from the radio. _____________Set Up _____________________ Required: Minecraft v1.7.10 Forge 10.13.4.1448 Download and unzip the file, copy the content into your minecraft mods folder and startup Minecraft. IMPORTANT! Before loading a map you should follow these steps! Ignoring may result in a crash! Select mods from the minecraft menu and search for r2s_Radio. Choose General tab and paste the path to the folder where your music is stored (ex: C:\Users\You\Music), inside the "mp3 Folder Link" field and press done! A restart is required! After restarting, load your favorite map, place the radio block and start listening your own music! Remember this mod is still alpha and under development! There is no recipe yet, So you should go into creative to place your radio! Bugs and issues may occur, be free to submit problems in our shoutbox have fun! get it here https://www.run2stay.com
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