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[1.16.5] Bind texture to model rendered in tile entity renderer


That_Martin_Guy
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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.

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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.

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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);
    }
}

 

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	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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