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omolen

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Everything posted by omolen

  1. Thats like almost exactly my problem, I have searched the code and have found that when the "sand" falls an entity is spawned which is called EntityFallingSand and that entity has a renderer which is called RenderFallingSand. In RenderFallingSand there is a line where it loads the normal terrain.png and it combines that with the (yourblock = new BlockYour(230, 0).setStepSound(Block.soundStoneFootstep).setHardness(3F).setResistance(1.0F).setBlockName("Yourblock") number of the texture in the spreadsheet (where I assume you use one). The problem is obviously that the renderer uses the wrong .png, I have tried to make some sort of extend of RenderFallingSand where I overwrite the path to the texture but I have had no success because when I make such a Renderer I can't find a way to choose that renderer for my falling entity over the normal RenderFallingSand. I have started modding minecraft and coding java only a few days ago so I can't give you a solution, but at least you know what the problem (problably) is. If you find a solution for this problem please inform me about it, it has been busting my head. (Also I recommend calling this topic entity texture while falling, for it is an entity and not an item.)
  2. Hello, i am making a mod that adds an new type of obsidian, obsidiand (I'm still working on the name) it's sand from obzidian and therefore it has gravity, so I let it extend BlockSand and I do the usual stuff and it works. But whenever it falls the texture changes to the equivaltent texture from terrain.png, after some searching I found the spot I have to edit: in RenderFallingSand.java is this line : public void doRenderFallingSand(EntityFallingSand par1EntityFallingSand, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); this.loadTexture("/terrain.png"); Block var10 = Block.blocksList[par1EntityFallingSand.blockID]; World var11 = par1EntityFallingSand.getWorld(); GL11.glDisable(GL11.GL_LIGHTING); if (var10 == Block.dragonEgg) { this.renderBlocks.blockAccess = var11; Tessellator var12 = Tessellator.instance; var12.startDrawingQuads(); var12.setTranslation((double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posX)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posY)) - 0.5F), (double)((float)(-MathHelper.floor_double(par1EntityFallingSand.posZ)) - 0.5F)); this.renderBlocks.renderBlockByRenderType(var10, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ)); var12.setTranslation(0.0D, 0.0D, 0.0D); var12.draw(); } else if (var10 != null) { this.renderBlocks.func_78588_a(var10, var11, MathHelper.floor_double(par1EntityFallingSand.posX), MathHelper.floor_double(par1EntityFallingSand.posY), MathHelper.floor_double(par1EntityFallingSand.posZ), par1EntityFallingSand.field_70285_b); } GL11.glEnable(GL11.GL_LIGHTING); GL11.glPopMatrix(); } so I thought I would just make an RenderFallingObsidiand wich extends RenderFallingSand and override the texture. But I can't find the place in the code where Minecraft decides which renderer to use. I have been stuck with this for days and i can't find a solution.

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