OwnAgePau Posted August 13, 2013 Posted August 13, 2013 Hello all Before 1.6.2 i had my custom Wand to shoot Frost Shards (custom item) like arrows (and i still had the bow event implemented) but now i have updated my mod to 1.6.2 and i noticed that it didn't work anymore so i changed a couple of things and i removed the bow event aswell (as i didn't want to use that) so now i got it so that it can shoot whenever you click and all you see are the critical particles flying at the direction you aimed. They also do damage when they hit mobs and such, but i can't figure out why they are invisible. It must be something with the renderer i thought, but i can't find it yet So i figured maybe theres someone that can point me to what i forgot or did wrong here so that my entity is no longer invisible. I will provide the following src classes : EntityFrostShard, RenderFrostShard, FrostWand and a part of the renderRegister. starting off with the EntityFrostShard: package Mod_Ores.Items.Entity; import java.util.List; import Mod_Ores.Particles.RenderParticles; import net.minecraft.block.Block; import net.minecraft.enchantment.EnchantmentThorns; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.IProjectile; import net.minecraft.entity.monster.EntityEnderman; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.EntityPlayerMP; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.network.packet.Packet70GameEvent; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.DamageSource; import net.minecraft.util.MathHelper; import net.minecraft.util.MovingObjectPosition; import net.minecraft.util.Vec3; import net.minecraft.world.World; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class EntityFrostShard extends Entity implements IProjectile { private int xTile = -1; private int yTile = -1; private int zTile = -1; private int inTile; private int inData; private boolean inGround; /** Seems to be some sort of timer for animating an arrow. */ public int arrowShake; /** The owner of this arrow. */ public Entity shootingEntity; private int ticksInGround; private int ticksInAir; private double damage = 5.0D; /** The amount of knockback an arrow applies when it hits a mob. */ private int knockbackStrength; public EntityFrostShard(World par1World) { super(par1World); this.renderDistanceWeight = 10.0D; this.setSize(0.5F, 0.5F); } public EntityFrostShard(World par1World, double par2, double par4, double par6) { super(par1World); this.renderDistanceWeight = 10.0D; this.setSize(0.5F, 0.5F); this.setPosition(par2, par4, par6); this.yOffset = 0.0F; } public EntityFrostShard(World par1World, EntityLivingBase par2EntityLivingBase, EntityLivingBase par3EntityLivingBase, float par4, float par5) { super(par1World); this.renderDistanceWeight = 10.0D; this.shootingEntity = par2EntityLivingBase; this.posY = par2EntityLivingBase.posY + (double)par2EntityLivingBase.getEyeHeight() - 0.10000000149011612D; double d0 = par3EntityLivingBase.posX - par2EntityLivingBase.posX; double d1 = par3EntityLivingBase.boundingBox.minY + (double)(par3EntityLivingBase.height / 3.0F) - this.posY; double d2 = par3EntityLivingBase.posZ - par2EntityLivingBase.posZ; double d3 = (double)MathHelper.sqrt_double(d0 * d0 + d2 * d2); if (d3 >= 1.0E-7D) { float f2 = (float)(Math.atan2(d2, d0) * 180.0D / Math.PI) - 90.0F; float f3 = (float)(-(Math.atan2(d1, d3) * 180.0D / Math.PI)); double d4 = d0 / d3; double d5 = d2 / d3; this.setLocationAndAngles(par2EntityLivingBase.posX + d4, this.posY, par2EntityLivingBase.posZ + d5, f2, f3); this.yOffset = 0.0F; float f4 = (float)d3 * 0.2F; this.setThrowableHeading(d0, d1 + (double)f4, d2, par4, par5); } } public EntityFrostShard(World par1World, EntityLivingBase par2EntityLivingBase, float par3) { super(par1World); this.renderDistanceWeight = 10.0D; this.shootingEntity = par2EntityLivingBase; this.setSize(0.5F, 0.5F); this.setLocationAndAngles(par2EntityLivingBase.posX, par2EntityLivingBase.posY + (double)par2EntityLivingBase.getEyeHeight(), par2EntityLivingBase.posZ, par2EntityLivingBase.rotationYaw, par2EntityLivingBase.rotationPitch); this.posX -= (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.posY -= 0.10000000149011612D; this.posZ -= (double)(MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * 0.16F); this.setPosition(this.posX, this.posY, this.posZ); this.yOffset = 0.0F; this.motionX = (double)(-MathHelper.sin(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionZ = (double)(MathHelper.cos(this.rotationYaw / 180.0F * (float)Math.PI) * MathHelper.cos(this.rotationPitch / 180.0F * (float)Math.PI)); this.motionY = (double)(-MathHelper.sin(this.rotationPitch / 180.0F * (float)Math.PI)); this.setThrowableHeading(this.motionX, this.motionY, this.motionZ, par3 * 1.5F, 1.0F); } @Override public String getEntityName() { return "Frost Shard"; } protected void entityInit() { this.dataWatcher.addObject(16, Byte.valueOf((byte)0)); } /** * Similar to setArrowHeading, it's point the throwable entity to a x, y, z direction. */ public void setThrowableHeading(double par1, double par3, double par5, float par7, float par8) { float f2 = MathHelper.sqrt_double(par1 * par1 + par3 * par3 + par5 * par5); par1 /= (double)f2; par3 /= (double)f2; par5 /= (double)f2; par1 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8; par3 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8; par5 += this.rand.nextGaussian() * (double)(this.rand.nextBoolean() ? -1 : 1) * 0.007499999832361937D * (double)par8; par1 *= (double)par7; par3 *= (double)par7; par5 *= (double)par7; this.motionX = par1; this.motionY = par3; this.motionZ = par5; float f3 = MathHelper.sqrt_double(par1 * par1 + par5 * par5); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f3) * 180.0D / Math.PI); this.ticksInGround = 0; } @SideOnly(Side.CLIENT) /** * Sets the position and rotation. Only difference from the other one is no bounding on the rotation. Args: posX, * posY, posZ, yaw, pitch */ public void setPositionAndRotation2(double par1, double par3, double par5, float par7, float par8, int par9) { this.setPosition(par1, par3, par5); this.setRotation(par7, par8); } @SideOnly(Side.CLIENT) /** * Sets the velocity to the args. Args: x, y, z */ public void setVelocity(double par1, double par3, double par5) { this.motionX = par1; this.motionY = par3; this.motionZ = par5; if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(par1 * par1 + par5 * par5); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(par1, par5) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(par3, (double)f) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch; this.prevRotationYaw = this.rotationYaw; this.setLocationAndAngles(this.posX, this.posY, this.posZ, this.rotationYaw, this.rotationPitch); this.ticksInGround = 0; } } /** * Called to update the entity's position/logic. */ public void onUpdate() { super.onUpdate(); if (this.prevRotationPitch == 0.0F && this.prevRotationYaw == 0.0F) { float f = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.prevRotationYaw = this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); this.prevRotationPitch = this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f) * 180.0D / Math.PI); } int i = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile); if (i > 0) { Block.blocksList[i].setBlockBoundsBasedOnState(this.worldObj, this.xTile, this.yTile, this.zTile); AxisAlignedBB axisalignedbb = Block.blocksList[i].getCollisionBoundingBoxFromPool(this.worldObj, this.xTile, this.yTile, this.zTile); if (axisalignedbb != null && axisalignedbb.isVecInside(this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ))) { this.inGround = true; } } if (this.arrowShake > 0) { --this.arrowShake; } if (this.inGround) { int j = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile); int k = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile); if (j == this.inTile && k == this.inData) { ++this.ticksInGround; if (this.ticksInGround == 1200) { this.setDead(); } } else { this.inGround = false; this.motionX *= (double)(this.rand.nextFloat() * 0.2F); this.motionY *= (double)(this.rand.nextFloat() * 0.2F); this.motionZ *= (double)(this.rand.nextFloat() * 0.2F); this.ticksInGround = 0; this.ticksInAir = 0; } } else { ++this.ticksInAir; Vec3 vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ); Vec3 vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); MovingObjectPosition movingobjectposition = this.worldObj.rayTraceBlocks_do_do(vec3, vec31, false, true); vec3 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX, this.posY, this.posZ); vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(this.posX + this.motionX, this.posY + this.motionY, this.posZ + this.motionZ); if (movingobjectposition != null) { vec31 = this.worldObj.getWorldVec3Pool().getVecFromPool(movingobjectposition.hitVec.xCoord, movingobjectposition.hitVec.yCoord, movingobjectposition.hitVec.zCoord); } Entity entity = null; List list = this.worldObj.getEntitiesWithinAABBExcludingEntity(this, this.boundingBox.addCoord(this.motionX, this.motionY, this.motionZ).expand(1.0D, 1.0D, 1.0D)); double d0 = 0.0D; int l; float f1; for (l = 0; l < list.size(); ++l) { Entity entity1 = (Entity)list.get(l); if (entity1.canBeCollidedWith() && (entity1 != this.shootingEntity || this.ticksInAir >= 5)) { f1 = 0.3F; AxisAlignedBB axisalignedbb1 = entity1.boundingBox.expand((double)f1, (double)f1, (double)f1); MovingObjectPosition movingobjectposition1 = axisalignedbb1.calculateIntercept(vec3, vec31); if (movingobjectposition1 != null) { double d1 = vec3.distanceTo(movingobjectposition1.hitVec); if (d1 < d0 || d0 == 0.0D) { entity = entity1; d0 = d1; } } } } if (entity != null) { movingobjectposition = new MovingObjectPosition(entity); } if (movingobjectposition != null && movingobjectposition.entityHit != null && movingobjectposition.entityHit instanceof EntityPlayer) { EntityPlayer entityplayer = (EntityPlayer)movingobjectposition.entityHit; if (entityplayer.capabilities.disableDamage || this.shootingEntity instanceof EntityPlayer && !((EntityPlayer)this.shootingEntity).func_96122_a(entityplayer)) { movingobjectposition = null; } } float f2; float f3; if (movingobjectposition != null) { if (movingobjectposition.entityHit != null) { f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); int i1 = MathHelper.ceiling_double_int((double)f2 * this.damage); if (this.getIsCritical()) { i1 += this.rand.nextInt(i1 / 2 + 2); } DamageSource damagesource = null; if (this.shootingEntity == null) { damagesource = DamageSource.causeThrownDamage(this, this); } else { damagesource = DamageSource.causeThrownDamage(this, this.shootingEntity); } if (this.isBurning() && !(movingobjectposition.entityHit instanceof EntityEnderman)) { movingobjectposition.entityHit.setFire(5); } if (movingobjectposition.entityHit.attackEntityFrom(damagesource, (float)i1)) { if (movingobjectposition.entityHit instanceof EntityLivingBase) { EntityLivingBase entitylivingbase = (EntityLivingBase)movingobjectposition.entityHit; if (this.knockbackStrength > 0) { f3 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); if (f3 > 0.0F) { movingobjectposition.entityHit.addVelocity(this.motionX * (double)this.knockbackStrength * 0.6000000238418579D / (double)f3, 0.1D, this.motionZ * (double)this.knockbackStrength * 0.6000000238418579D / (double)f3); } } if (this.shootingEntity != null) { EnchantmentThorns.func_92096_a(this.shootingEntity, entitylivingbase, this.rand); } if (this.shootingEntity != null && movingobjectposition.entityHit != this.shootingEntity && movingobjectposition.entityHit instanceof EntityPlayer && this.shootingEntity instanceof EntityPlayerMP) { ((EntityPlayerMP)this.shootingEntity).playerNetServerHandler.sendPacketToPlayer(new Packet70GameEvent(6, 0)); } } this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); if (!(movingobjectposition.entityHit instanceof EntityEnderman)) { this.setDead(); } } else { this.motionX *= -0.10000000149011612D; this.motionY *= -0.10000000149011612D; this.motionZ *= -0.10000000149011612D; this.rotationYaw += 180.0F; this.prevRotationYaw += 180.0F; this.ticksInAir = 0; } } else { this.xTile = movingobjectposition.blockX; this.yTile = movingobjectposition.blockY; this.zTile = movingobjectposition.blockZ; this.inTile = this.worldObj.getBlockId(this.xTile, this.yTile, this.zTile); this.inData = this.worldObj.getBlockMetadata(this.xTile, this.yTile, this.zTile); this.motionX = (double)((float)(movingobjectposition.hitVec.xCoord - this.posX)); this.motionY = (double)((float)(movingobjectposition.hitVec.yCoord - this.posY)); this.motionZ = (double)((float)(movingobjectposition.hitVec.zCoord - this.posZ)); f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionY * this.motionY + this.motionZ * this.motionZ); this.posX -= this.motionX / (double)f2 * 0.05000000074505806D; this.posY -= this.motionY / (double)f2 * 0.05000000074505806D; this.posZ -= this.motionZ / (double)f2 * 0.05000000074505806D; this.playSound("random.bowhit", 1.0F, 1.2F / (this.rand.nextFloat() * 0.2F + 0.9F)); this.inGround = true; this.arrowShake = 7; this.setIsCritical(false); if (this.inTile != 0) { Block.blocksList[this.inTile].onEntityCollidedWithBlock(this.worldObj, this.xTile, this.yTile, this.zTile, this); } } } if (this.getIsCritical()) { for (l = 0; l < 4; ++l) { RenderParticles.entity = this; this.worldObj.spawnParticle("crit", this.posX + this.motionX * (double)l / 4.0D, this.posY + this.motionY * (double)l / 4.0D, this.posZ + this.motionZ * (double)l / 4.0D, -this.motionX, -this.motionY + 0.2D, -this.motionZ); } } this.posX += this.motionX; this.posY += this.motionY; this.posZ += this.motionZ; f2 = MathHelper.sqrt_double(this.motionX * this.motionX + this.motionZ * this.motionZ); this.rotationYaw = (float)(Math.atan2(this.motionX, this.motionZ) * 180.0D / Math.PI); for (this.rotationPitch = (float)(Math.atan2(this.motionY, (double)f2) * 180.0D / Math.PI); this.rotationPitch - this.prevRotationPitch < -180.0F; this.prevRotationPitch -= 360.0F) { ; } while (this.rotationPitch - this.prevRotationPitch >= 180.0F) { this.prevRotationPitch += 360.0F; } while (this.rotationYaw - this.prevRotationYaw < -180.0F) { this.prevRotationYaw -= 360.0F; } while (this.rotationYaw - this.prevRotationYaw >= 180.0F) { this.prevRotationYaw += 360.0F; } this.rotationPitch = this.prevRotationPitch + (this.rotationPitch - this.prevRotationPitch) * 0.2F; this.rotationYaw = this.prevRotationYaw + (this.rotationYaw - this.prevRotationYaw) * 0.2F; float f4 = 0.99F; f1 = 0.05F; if (this.isInWater()) { for (int j1 = 0; j1 < 4; ++j1) { f3 = 0.25F; this.worldObj.spawnParticle("bubble", this.posX - this.motionX * (double)f3, this.posY - this.motionY * (double)f3, this.posZ - this.motionZ * (double)f3, this.motionX, this.motionY, this.motionZ); } f4 = 0.8F; } this.motionX *= (double)f4; this.motionY *= (double)f4; this.motionZ *= (double)f4; this.motionY -= (double)f1; this.setPosition(this.posX, this.posY, this.posZ); this.doBlockCollisions(); } } /** * (abstract) Protected helper method to write subclass entity data to NBT. */ public void writeEntityToNBT(NBTTagCompound par1NBTTagCompound) { par1NBTTagCompound.setShort("xTile", (short)this.xTile); par1NBTTagCompound.setShort("yTile", (short)this.yTile); par1NBTTagCompound.setShort("zTile", (short)this.zTile); par1NBTTagCompound.setByte("inTile", (byte)this.inTile); par1NBTTagCompound.setByte("inData", (byte)this.inData); par1NBTTagCompound.setByte("shake", (byte)this.arrowShake); par1NBTTagCompound.setByte("inGround", (byte)(this.inGround ? 1 : 0)); par1NBTTagCompound.setDouble("damage", this.damage); } /** * (abstract) Protected helper method to read subclass entity data from NBT. */ public void readEntityFromNBT(NBTTagCompound par1NBTTagCompound) { this.xTile = par1NBTTagCompound.getShort("xTile"); this.yTile = par1NBTTagCompound.getShort("yTile"); this.zTile = par1NBTTagCompound.getShort("zTile"); this.inTile = par1NBTTagCompound.getByte("inTile") & 255; this.inData = par1NBTTagCompound.getByte("inData") & 255; this.arrowShake = par1NBTTagCompound.getByte("shake") & 255; this.inGround = par1NBTTagCompound.getByte("inGround") == 1; if (par1NBTTagCompound.hasKey("damage")) { this.damage = par1NBTTagCompound.getDouble("damage"); } } /** * Called by a player entity when they collide with an entity */ public void onCollideWithPlayer(EntityPlayer par1EntityPlayer) { if (!this.worldObj.isRemote && this.inGround && this.arrowShake <= 0) { boolean flag = par1EntityPlayer.capabilities.isCreativeMode; if (flag) { //this.playSound("random.pop", 0.2F, ((this.rand.nextFloat() - this.rand.nextFloat()) * 0.7F + 1.0F) * 2.0F); par1EntityPlayer.onItemPickup(this, 1); this.setDead(); } } } /** * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to * prevent them from trampling crops */ protected boolean canTriggerWalking() { return false; } @SideOnly(Side.CLIENT) public float getShadowSize() { return 0.0F; } public void setDamage(double par1) { this.damage = par1; } public double getDamage() { return this.damage; } /** * Sets the amount of knockback the arrow applies when it hits a mob. */ public void setKnockbackStrength(int par1) { this.knockbackStrength = par1; } /** * If returns false, the item will not inflict any damage against entities. */ public boolean canAttackWithItem() { return false; } /** * Whether the arrow has a stream of critical hit particles flying behind it. */ public void setIsCritical(boolean par1) { byte b0 = this.dataWatcher.getWatchableObjectByte(16); if (par1) { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 | 1))); } else { this.dataWatcher.updateObject(16, Byte.valueOf((byte)(b0 & -2))); } } /** * Whether the arrow has a stream of critical hit particles flying behind it. */ public boolean getIsCritical() { byte b0 = this.dataWatcher.getWatchableObjectByte(16); return (b0 & 1) != 0; } } next is RenderFrostShard package Mod_Ores.Items.Entity; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.entity.Entity; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.entity.projectile.EntityPotion; import net.minecraft.item.Item; import net.minecraft.item.ItemPotion; import net.minecraft.potion.PotionHelper; import net.minecraft.util.Icon; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; @SideOnly(Side.CLIENT) public class RenderFrostShard extends Render { private static final ResourceLocation field_110780_a = new ResourceLocation("soulforest:textures/entities/Frost_shard.png"); /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void renderFrostShard(EntityFrostShard par1EntityFrostShard, double par2, double par4, double par6, float par8, float par9) { this.func_110777_b(par1EntityFrostShard); GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); GL11.glRotatef(par1EntityFrostShard.prevRotationYaw + (par1EntityFrostShard.rotationYaw - par1EntityFrostShard.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(par1EntityFrostShard.prevRotationPitch + (par1EntityFrostShard.rotationPitch - par1EntityFrostShard.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.instance; byte b0 = 0; float f2 = 0.0F; float f3 = 0.5F; float f4 = (float)(0 + b0 * 10) / 32.0F; float f5 = (float)(5 + b0 * 10) / 32.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (float)(5 + b0 * 10) / 32.0F; float f9 = (float)(10 + b0 * 10) / 32.0F; float f10 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float f11 = (float)par1EntityFrostShard.arrowShake - par9; if (f11 > 0.0F) { float f12 = -MathHelper.sin(f11 * 3.0F) * f11; GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f10, f10, f10); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); for (int i = 0; i < 4; ++i) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f10); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4); tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5); tessellator.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderFrostShard((EntityFrostShard)par1Entity, par2, par4, par6, par8, par9); } protected ResourceLocation func_110779_a(EntityFrostShard par1EntityArrow) { return field_110780_a; } protected ResourceLocation func_110775_a(Entity par1Entity) { return this.func_110779_a((EntityFrostShard)par1Entity); } } then the FrostWand package Mod_Ores.Items.Tools; import java.util.List; import net.minecraft.client.Minecraft; import net.minecraft.client.particle.EntityCrit2FX; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.EnumAction; import net.minecraft.item.EnumRarity; import net.minecraft.item.Item; import net.minecraft.item.ItemBow; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; import net.minecraftforge.event.entity.player.ArrowNockEvent; import Mod_Ores.soul_forest; import Mod_Ores.Init.InitItems; import Mod_Ores.Init.SoulConfig; import Mod_Ores.Items.Entity.EntityFrostShard; import Mod_Ores.Particles.EntityFrostCrit2FX; import Mod_Ores.Particles.RenderParticles; import cpw.mods.fml.common.registry.LanguageRegistry; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class ItemFrostWand extends Item { private static Minecraft mc = Minecraft.getMinecraft(); private static World theWorld = mc.theWorld; /** * ItemFrostWand Constructor * @param id this is the Frost Wand ID * @param Unlname This is the Unlocalized Name * @param InGname This is the Name that you will see In game * @param EnumToolMaterial This will set the tools material */ public ItemFrostWand(int id, String Unlname, String InGname) //id - item ID, UName - Unlocalized Name, IGName - IngameName { super(id); //This super will load item ID and UName setCreativeTab(soul_forest.tabSoulTools); //Set Tab in ModBase.class and plase it here (with many items its VERY code-shortening), this will load unlocalized name setUnlocalizedName(Unlname); LanguageRegistry.addName(this, InGname); this.setMaxStackSize(1); } @Override public int getMaxItemUseDuration(ItemStack par1ItemStack) { return 300; } @Override public ItemStack onEaten(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { return par1ItemStack; } @Override public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { int j = this.getMaxItemUseDuration(par1ItemStack); boolean flag = par3EntityPlayer.capabilities.isCreativeMode || EnchantmentHelper.getEnchantmentLevel(Enchantment.infinity.effectId, par1ItemStack) > 0; if (flag || par3EntityPlayer.inventory.hasItem(InitItems.FrostShard.itemID)) { float f = (float)j / 20.0F; f = (f * f + f * 2.0F) / 3.0F; if ((double)f < 0.1D) { //return; } if (f > 1.0F) { f = 1.0F; } EntityFrostShard entityfrostshard = new EntityFrostShard(par2World, par3EntityPlayer, f * 2.0F); if (f == 1.0F) { entityfrostshard.setIsCritical(true); } int k = EnchantmentHelper.getEnchantmentLevel(Enchantment.power.effectId, par1ItemStack); if (k > 0) { entityfrostshard.setDamage(entityfrostshard.getDamage() + (double)k * 0.5D + 0.5D); } int l = EnchantmentHelper.getEnchantmentLevel(Enchantment.punch.effectId, par1ItemStack); if (l > 0) { entityfrostshard.setKnockbackStrength(1); } if (EnchantmentHelper.getEnchantmentLevel(Enchantment.flame.effectId, par1ItemStack) > 0) { entityfrostshard.setFire(100); } par1ItemStack.damageItem(1, par3EntityPlayer); par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 1.0F, 1.0F / (itemRand.nextFloat() * 0.4F + 1.2F) + f * 0.5F); if(!flag) { par3EntityPlayer.inventory.consumeInventoryItem(InitItems.FrostShard.itemID); } par2World.spawnEntityInWorld(entityfrostshard); return par1ItemStack; } return par1ItemStack; } public EnumRarity getRarity(ItemStack par1ItemStack) { return EnumRarity.rare; } @Override public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par3List, boolean par4) { par3List.add("Powerfull yet painfull"); par3List.add(""); par3List.add("\u00A73Ammo : Frost Shards"); } @SideOnly(Side.CLIENT) public boolean hasEffect(ItemStack par1ItemStack) { return true; } } last but not least the registers EntityRegistry.registerGlobalEntityID(EntityFrostShard.class, "Frost Shard", EntityRegistry.findGlobalUniqueEntityId()); LanguageRegistry.instance().addStringLocalization("entity.soulforest.Frost Shard.name", "Frost Shard"); RenderingRegistry.registerEntityRenderingHandler(EntityFrostShard.class, new RenderFrostShard()); I appreciate your help, thanks! Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 you pasted the entity twice, not the renderer Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 you pasted the entity twice, not the renderer Haha oooops , i think i have the right one now Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 the render code seems fine (of course i have no idea what it renders ) depending on how you register that (which should be in your client proxy) there is nothing wrong syntax/code wise with it try shrinking you render code. ive noticed that you simply copied the code from another renderer, what happens when you do that is if it doesnt work you have no idea wtf is happening, try to draw like 1 quad, then 2, 3, 4, 5 etc til you have the model you want Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 Well before 1.6.2 my frost shard was flying through the air (its an item) and right now... i placed the registers in the commonproxy, but that makes the entity spawn like a white box. How do i make it so that that box is rendered as the item with that texture i want. Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 entity spawn like a white box thats what i could visualize from the code registers in the commonproxy server side shouldnt know about this, commonproxy is for both side thats why i think it should be in client proxy only How do i make it so that that box is rendered as the item with that texture i want. well you're not binding the texture anywhere in your render code so that would make sens theres no texture attached (or the wrong texture) Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 is there an easy way of attaching the texture? Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 yeah fo sho example: in TheMod: public static final String modid = "forgerev" declaration of the ResourceLocation: public static final ResourceLocation wing = new ResourceLocation(TheMod.modid, "FR/GUI/wing.png"); filesystem location: "mcp/src/minecraft/forgerev/FR/GUI/wing.png" usage example: private void renderWing(EntityPlayer player, ModelBiped mb){ EntityPlayer playerlocal = Minecraft.getMinecraft().thePlayer; Tessellator tessellator = Tessellator.instance; float z = -0.4f; float y = 0.0f; //wing render start Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.wing); GL11.glPushMatrix(); double ert = Minecraft.getMinecraft().timer.renderPartialTicks; double py = 0; if(player != Minecraft.getMinecraft().thePlayer){ py = (playerlocal.lastTickPosY+ert*(playerlocal.posY-playerlocal.lastTickPosY))-(player.lastTickPosY+ert*(player.posY-player.lastTickPosY))-1.562; } double px = (Minecraft.getMinecraft().thePlayer.lastTickPosX+ert*(Minecraft.getMinecraft().thePlayer.posX-Minecraft.getMinecraft().thePlayer.lastTickPosX))-(player.lastTickPosX+ert*(player.posX-player.lastTickPosX)); double pz = (Minecraft.getMinecraft().thePlayer.lastTickPosZ+ert*(Minecraft.getMinecraft().thePlayer.posZ-Minecraft.getMinecraft().thePlayer.lastTickPosZ))-(player.lastTickPosZ+ert*(player.posZ-player.lastTickPosZ)); GL11.glTranslated(-px, -py, -pz); float rot = (float) Math.sin(tick/10f)*20; GL11.glRotatef(-player.renderYawOffset, 0, 1, 0); GL11.glTranslated(0, y, z); GL11.glPushMatrix(); GL11.glRotatef(rot, 0, 1, 0); tessellator.startDrawingQuads(); tessellator.setColorRGBA_F(1, 0, 0, 1); tessellator.addVertexWithUV(-1, -1.6, 0, 0, 1); tessellator.addVertexWithUV(-1, 1, 0, 0, 0); tessellator.addVertexWithUV(0, 1, 0, 0.5f, 0); tessellator.addVertexWithUV(0, -1.6, 0, 0.5f, 1); tessellator.addVertexWithUV(-1, -1.6, 0, 0, 1); tessellator.addVertexWithUV(0, -1.6, 0, 0.5f, 1); tessellator.addVertexWithUV(0, 1, 0, 0.5f, 0); tessellator.addVertexWithUV(-1, 1, 0, 0, 0); tessellator.draw(); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glRotatef(-rot, 0, 1, 0); tessellator.startDrawingQuads(); tessellator.setColorRGBA_F(1, 0, 0, 1); tessellator.addVertexWithUV(0, -1.6, 0, 0.5f, 1); tessellator.addVertexWithUV(0, 1, 0, 0.5f, 0); tessellator.addVertexWithUV(1, 1, 0, 1, 0); tessellator.addVertexWithUV(1, -1.6, 0, 1, 1); tessellator.addVertexWithUV(0, -1.6, 0, 0.5f, 1); tessellator.addVertexWithUV(1, -1.6, 0, 1, 1); tessellator.addVertexWithUV(1, 1, 0, 1, 0); tessellator.addVertexWithUV(0, 1, 0, 0.5f, 0); tessellator.draw(); GL11.glPopMatrix(); GL11.glPopMatrix(); } Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 It apperently still gives me the white box thing, i have put a public ResourceLocation in my CommonProxy and added in the line you highlighted. Also i noticed that theres a ResourceLocation Function in the RenderFrostShard.class protected ResourceLocation func_110779_a(EntityFrostShard par1EntityArrow) { return field_110780_a; } @Override protected ResourceLocation func_110775_a(Entity par1Entity) { return this.func_110779_a((EntityFrostShard)par1Entity); } i first had that field_110780_a to be the resourcelocation as minecraft did the same thing for an arrow Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 yeah ive never use the field but technicly it shouldnt make a difference btw it doesnt HAVE to be in your common proxy, it could (should) be in the render class if its the only class that needs it sooo couple of things first maybe for some reason texture are disabled do this before everything GL11.glEnable(GL11.GL_TEXTURE_2D); next make sure your image loaded correctly (you will see it in the logs if it screws up) after that you will notice that vanilla code is resizing the images: tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); (note the difference between vanilla code and mine) basicly if your image is really huge there would be a problem after that i have a few ideas but well start with that ps: ive looked at your mod and its pretty legit ! Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 Okay i tried adding that glEnable thing, but that didn't do much (i know that my file is loaded correctly as it doesn't give errors and i have it in the same folder as the other entities and i believe they are all rendered the exact same way, atleast according to minecraft ) And about the image size, its an item texture so Then i am not sure what differences between your code there and this: tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); And thanks that you like my mod, i have put quite some time in it (which i enjoy doing, like right now ). I try to add lots of custom stuff, put together in a nice package of cool things. Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 hmm, then honestly I'm not sure, can you try something more basic: GL11.glPushMatrix(); GL11.glTranslated(par2, par4, par6); Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.wing); Tessellator t = Tessellator.instance; t.startDrawingQuads(); t.addVertexWithUV(0, 0, 0, 0, 0); t.addVertexWithUV(0, 1, 0, 0, 1); t.addVertexWithUV(1, 1, 0, 1, 1); t.addVertexWithUV(1, 0, 0, 1, 0); t.addVertexWithUV(0, 0, 0, 0, 0); t.addVertexWithUV(1, 0, 0, 1, 0); t.addVertexWithUV(1, 1, 0, 1, 1); t.addVertexWithUV(0, 1, 0, 0, 1); t.draw(); GL11.glPopMatrix(); try this and throw your shard diagonally (because it wont rotate so at certain angle you will be 90 degree compared to it and wont see shit) Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 That basically makes it not work , with my code i can see it fly and it leaves the crit particles behind as i wanted. All that doesn't work is the texture... It is so odd Off topic : could you take a look here : http://www.minecraftforge.net/forum/index.php/topic,11491.0.html I got this weird issue with a portal.... it works like it should, but the only thing it won't do is when you travel back to the normal world you spawn somewhere underground. Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 That basically makes it not work nothign shows up ? somethign shows up ? because what you want right now is to have somethign that shows up with a texture, then you can work from there Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 Well lets say in the old case i saw this white box fly (where the normal entity would be i guess) and it leaves this trail of crit particles behind. And when i tried your more simplified code nothing was shown, not even a white box nor my texture. Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 13, 2013 Posted August 13, 2013 yeah my old code might not necessarelly work because i typed it all inside the forums :\ heres one that literally uses only the tess , hope it can help @Override public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { // EntityMeteor fb = (EntityMeteor)par1Entity; double xzSize = par1Entity.boundingBox.maxX -par1Entity.boundingBox.minX; double ySize = par1Entity.boundingBox.maxY-par1Entity.boundingBox.minY; GL11.glPushMatrix(); Tessellator tessellator = Tessellator.instance; Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.blankTexture); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 0, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4+ySize, par6-xzSize/2, 1, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4+ySize, par6-xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 0, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.draw(); GL11.glPopMatrix(); } Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 13, 2013 Author Posted August 13, 2013 I am sorry to say that the result of that was also - nothing... I quit for today, ill get back to it as soon as i wake up! thanks for your help so far. Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
OwnAgePau Posted August 14, 2013 Author Posted August 14, 2013 Does anyone know how to bind your texture to an entity ? as aperently all i am getting when i shoot with my custom wand is flying white boxes. Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
GotoLink Posted August 14, 2013 Posted August 14, 2013 If you have those public static final ResourceLocation wing = new ResourceLocation(TheMod.modid, "FR/GUI/wing.png"); ... Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.wing); Your texture should be at: mcp/src/minecraft/assets/'modid'/fr/gui/wing.png Quote
hydroflame Posted August 14, 2013 Posted August 14, 2013 @gotolink ... that actually my example code Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 14, 2013 Author Posted August 14, 2013 i have all of my textures working, and i thought these entities were to be rendered as normal entities. Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 14, 2013 Posted August 14, 2013 they are, i have some entities (spells) that extends Entity directly and i have zero problem, its super weird Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 14, 2013 Author Posted August 14, 2013 So uhm jeah... what goes wrong with my texture here then? Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
hydroflame Posted August 14, 2013 Posted August 14, 2013 is your mod open source, its one of those case id like to just import and check for myself Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
OwnAgePau Posted August 15, 2013 Author Posted August 15, 2013 If you want i can send you the source? Quote I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
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