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yopu

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  1. Update: Located http://www.minecraftforge.net/forum/index.php?topic=35518.0 which I realize is basically what I'm trying to accomplish. Investigating before I mark as solved.
  2. At this point, it is running my TextureGraveCompass.updateCompass(). I'm just passing it along to the super.updateCompass() at the moment. However it is still giving me the missing texture.
  3. Update: I've registered my subclass of TextureCompass during preinit on the client side via the TextureStitchEvent.Pre event. I'm using the TextureMap.setTextureEntry() function and the resource location of my texture.
  4. I have looked into TextureCompass. Implementing it would be no issue for me. What I can't seem to figure out is how to register my "TextureCompass" class. Vanilla's is hard coded in RenderItemFrame to check if the the item being rendered is the vanilla compass. Same story in TextureAtlasSprite.makeAtlasSprite()
  5. Hey guys, after much frustration and fruitless searching I come in search of the wisdom of those who have come before me. I am attempting to replicate the functionality of the vanilla compass. My compass would point to the player's last death. I already have the player spawn with the "Grave Compass" item, nbt data included for the BlockPos. I'm running into a wall when it comes to updating the texture in real time. I attempted to look at the rendering code for the vanilla compass only to realize that it is hard coded. My latest effort was to use ModelLoader.setCustomMeshDefinition however that would limit me to only the information provided in the item stack. What classes should I be looking at to enable me to update the item's texture in a similar manner to its vanilla counterpart. Thanks.

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