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Posted

I have a custom model as a part of a tile entity renderer. I want to give this model a texture. I am struggling a bit with figuring out all the steps required to do this.

 

I currently have the following code in my tile entity renderer

public class ClockworksTileEntityRenderer extends TileEntityRenderer<TheClockworksTileEntity>
{
    public static final ResourceLocation ATLAS_REGION = ResourceHelper.createNew("textures/atlas/test.png");
    public static final ResourceLocation TEXTURE = ResourceHelper.createNew("block/test.png");
    private RenderMaterial renderMaterial;

    public ClockworksTileEntityRenderer(TileEntityRendererDispatcher p_i226006_1_)
    {
        super(p_i226006_1_);

        //Instantiate model

        renderMaterial = new RenderMaterial(ATLAS_REGION, TEXTURE);
    }

    @Override
    public void render(TheClockworksTileEntity tileEntity, float partialTicks, MatrixStack matrixStack, IRenderTypeBuffer buffer, int combinedLight, int combinedOverlay)
    {
        System.out.println(ATLAS_REGION);
        IVertexBuilder builder = renderMaterial.buffer(buffer, RenderType::entityCutout);
      
        model.renderToBuffer(matrixStack, builder, combinedLight, combinedOverlay, 0, 0, 0, 0);
    }
}

When I created this code I crashed with the following message.

 

I asked on discord if I was missing something and got told I should use the TextureStitchEvent to stitch the texture to the atlas. That code looks like this:

    @SubscribeEvent
    public static void preTextureStitch(TextureStitchEvent.Pre event)
    {
        if(event.getMap().location().equals(ClockworksTileEntityRenderer.ATLAS_REGION))
            event.addSprite(ClockworksTileEntityRenderer.TEXTURE);
    }

While the event itself runs, the code inside the if statement does not.

 

Not sure how to proceed.

show the method ResourceHelper#createNew and which is line 41 in this code?

Edited by Luis_ST

  • Author
4 hours ago, Luis_ST said:

show the method ResourceHelper#createNew and which is line 41 in this code?

That's just a shorthand for creating a new resource location with the mod id prefixed.

1 hour ago, diesieben07 said:

Don't try to make your own atlas.

Okay then... that doesn't tell me what to do instead though.

  • Author

Right now it doesn't crash, but the model is still untextured in game (as in, it's completely black).

 

public class ClockworksTileEntityRenderer extends TileEntityRenderer<TheClockworksTileEntity>
{
    public static final ResourceLocation TEXTURE = ResourceHelper.createNew("block/test.png");
    private RenderMaterial renderMaterial;

    public ClockworksTileEntityRenderer(TileEntityRendererDispatcher p_i226006_1_)
    {
        super(p_i226006_1_);

        //Instantiate model

        renderMaterial = new RenderMaterial(PlayerContainer.BLOCK_ATLAS, TEXTURE);
    }

    @Override
    public void render(TheClockworksTileEntity tileEntity, float partialTicks, MatrixStack matrixStack, IRenderTypeBuffer buffer, int combinedLight, int combinedOverlay)
    {
        IVertexBuilder builder = renderMaterial.buffer(buffer, RenderType::entityCutout);
      
        model.renderToBuffer(matrixStack, builder, combinedLight, combinedOverlay, 0, 0, 0, 0);
    }
}

 

are there errors on the log, since there is a error message on the log when minecraft can't find the texture 

Also make sure the texture is in the correct folder and has the same name

  • Author

There are no errors. Tried purposefully inputting a texture that doesn't exist to see if that error comes up, and it does. So it's clearly finding the texture.

On 10/12/2021 at 1:55 PM, That_Martin_Guy said:

(as in, it's completely black).

you set the colors to 0, it should be:

model.renderToBuffer(matrixStack, builder, combinedLight, combinedOverlay, 1, 1, 1, 1);

 

  • Author

Those values are not used in the model.

	@Override
	public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){
		modelGroup.render(matrixStack, buffer, packedLight, packedOverlay);
	}

is there a other render method which use these parameter, since you should use them

Edited by Luis_ST

  • Author

There is an overloaded version that does take those parameters as inputs, but the overload I'm using inputs the default color values (1, 1, 1, 1). So that would make no difference.

  • Author
	private final ModelRenderer model;

	public ClockworksKnobModel() {
		super(RenderType::entityCutoutNoCull);
		texWidth = 48;
		texHeight = 48;

		model = new ModelRenderer(this);
		model.setPos(8.0F, 8, 0);
		model.texOffs(0, 1).addBox(-1.0F, -1.0F, -1.0F, 2.0F, 2.0F, 1.0F, 0.0F, false);
		model.texOffs(1, 2).addBox(-0.5F, -4.0F, -2.0F, 1.0F, 5.0F, 2.0F, 0.0F, false);
	}

	@Override
	public void renderToBuffer(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){
      		model.render(matrixStack, buffer, packedLight, packedOverlay);
	}

The rendering code is part of vanilla.

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