Jump to content

Block metadata & texture when rendering


jh62

Recommended Posts

Hi.

 

My problem is that when I create a block, it's metadata matches the one from the material it's been made, but when I reset the game, that information is gone.

 

I followed the metadaba based subblocks tutorial and the block and item i followed another tutorial:

 

Block:

 


package pablisMod.blocks;

import java.util.List;
import java.util.Random;

import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.EntityLiving;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;
import pablisMod.entities.TableOneEntity;
import pablisMod.items.TableOneItem;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class TableOneBlock extends BlockContainer {

public static int id;

public TableOneBlock(int id) {
	super(id, Material.wood);
	this.id = id;
	this.setBlockName("Table");
	this.setCreativeTab(CreativeTabs.tabDecorations);
	this.setStepSound(Block.soundWoodFootstep);
	this.setHardness(0.5F);
	this.setTextureFile("/pablisMod/textures/TableOneIcon.png");
	this.setRequiresSelfNotify(); // absolutely needed
}	

public int quantityDropped(Random par1Random) {
	return 1;
}

@Override
public int getRenderType() {
	return -1;
}

@Override
public int getBlockTextureFromSideAndMetadata (int side, int metadata) {
	return 16 + metadata;
}

@Override
public TileEntity createNewTileEntity(World var1) {
	return null;
}	

@Override
public TileEntity createTileEntity(World world, int metadata) {
	return new TableOneEntity();
}

@Override
public boolean renderAsNormalBlock() {
	return false;
}

@Override
public boolean isBlockSolid(IBlockAccess par1iBlockAccess, int par2,
		int par3, int par4, int par5) {		
	return super.isBlockSolid(par1iBlockAccess, par2, par3, par4, par5);
}

@Override
public boolean isOpaqueCube() {
	return false;
}	

@Override
public boolean canPlaceTorchOnTop(World world, int x, int y, int z) {		
	return super.canPlaceTorchOnTop(world, x, y, z);
}

@Override
public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i,
		int j, int k, int l) {
	return false;
}

@SideOnly(Side.CLIENT)
public void getSubBlocks(int par1, CreativeTabs tab, List subItems) {
	for (int ix = 0; ix < 4; ix++) {
		subItems.add(new ItemStack(this, 1, ix));
	}	

}

@Override
public void onBlockPlacedBy(World par1World, int par2, int par3, int par4,
		EntityLiving par5EntityLiving) {
	int var6 = MathHelper
			.floor_double((double) (par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;

	switch (var6) {
	case 0:
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 2);
		break;
	case 1:
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 5);
		break;
	case 2:
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 4);
		break;
	case 3:
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 3);
		break;
	}
}

public static Block registerBlock(int id) {
	Block m_fieldName = new TableOneBlock(id);


	GameRegistry.registerBlock(m_fieldName, TableOneItem.class,
			"TableOneItem");
	GameRegistry.registerTileEntity(TableOneEntity.class, "TableOneEntity");

	ItemStack stack = new ItemStack(m_fieldName, 1, 0);
	LanguageRegistry.addName(stack, "Oak Table");
	GameRegistry.addRecipe(stack, "yyy", "x x", "x x", 'x', new ItemStack(
			Item.stick, 1, 0), 'y', new ItemStack(Block.woodSingleSlab, 1,
			0));		

	stack = new ItemStack(m_fieldName, 1, 1);
	LanguageRegistry.addName(stack, "Spruce Table");
	GameRegistry.addRecipe(stack, "yyy", "x x", "x x", 'x', new ItemStack(
			Item.stick, 1, 0), 'y', new ItemStack(Block.woodSingleSlab, 1,
			1));

	stack = new ItemStack(m_fieldName, 1, 2);
	LanguageRegistry.addName(stack, "Birch Table");
	GameRegistry.addRecipe(stack, "yyy", "x x", "x x", 'x', new ItemStack(
			Item.stick, 1, 0), 'y', new ItemStack(Block.woodSingleSlab, 1,
			2));

	stack = new ItemStack(m_fieldName, 1, 3);
	LanguageRegistry.addName(stack, "Jungle Table");
	GameRegistry.addRecipe(stack, "yyy", "x x", "x x", 'x', new ItemStack(
			Item.stick, 1, 0), 'y', new ItemStack(Block.woodSingleSlab, 1,
			3));

	return m_fieldName;
}
}

 

Item:

 

package pablisMod.items;

import java.util.List;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;

public class TableOneItem extends ItemBlock {

private static final String[] subTypes = {"Oak ", "Spruce ", "Birch ", "Jungle "};

public TableOneItem(int id) {
	super(id);

	maxStackSize = 16;
	setCreativeTab(CreativeTabs.tabDecorations);
	setItemName("Table");
	setHasSubtypes(true);
}

public static String[] getSubtypes() {
	return subTypes;
}

@Override
public int getMetadata (int damageValue) {
	return damageValue;
}

@Override
public String getItemNameIS(ItemStack par1ItemStack) {

	return subTypes[par1ItemStack.getItemDamage()] + getItemName();
}
}

 

Renderer (The renderer doesn't use the metadata yet because is always changing):

 

package pablisMod.renderers;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import org.lwjgl.opengl.GL11;
import pablisMod.models.TableOneModel;

public class TableOneRenderer extends TileEntitySpecialRenderer {

private TableOneModel model;
private String texture;

public TableOneRenderer() {
	model = new TableOneModel();	
	texture = "/pablisMod/textures/SpruceTableOne.png";
}

int ang = 0;

public void renderTileEntityAt(TileEntity entity, double d, double d1,
		double d2, float f) {

	int metadata = entity.getBlockMetadata();

	int rotationAngle = 0;

	switch(metadata % 4){
	case 0:
		rotationAngle = 0;
		break;
	case 1:
		rotationAngle = 90;
		break;
	case 2:
		rotationAngle = 180;
		break;
	case 3:
		rotationAngle = 270;
		break;
	}

	int i = 0;

	if (entity.worldObj != null)
	{
		i = (entity.worldObj.getBlockMetadata(entity.xCoord, entity.yCoord,
				entity.zCoord));
	}

	GL11.glPushMatrix();
	GL11.glTranslatef((float) d + 0.5F, (float) d1 + 1.5F,
			(float) d2 + 0.5F);
	GL11.glRotatef(rotationAngle, 0.0F, 1.0F, 0.0F);		
	GL11.glScalef(1.0F, -1F, -1F);
	bindTextureByName(texture);
	model.renderModel(0.0625F);
	GL11.glPopMatrix();
}

}

 

How can I save the metadata of the block and mantain the same number on every world load.

Link to comment
Share on other sites

ok

1, if you're not doing any animation and only renderign based on metadata, use ISBRH not TESR

2, dont use this, "@SideOnly(Side.CLIENT)" ever, it only causes confusion

nothing good ever came out of that

3, dont override this method: "public TileEntity createNewTileEntity(World var1) "

3, to read/write from TE you need to implement readFromNBT and writeToNBT

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

ok

1, if you're not doing any animation and only renderign based on metadata, use ISBRH not TESR

2, dont use this, "@SideOnly(Side.CLIENT)" ever, it only causes confusion

nothing good ever came out of that

3, dont override this method: "public TileEntity createNewTileEntity(World var1) "

3, to read/write from TE you need to implement readFromNBT and writeToNBT

 

I forgot to mention that I'm using minecraft 1.4.7 because of some mods that are incompatible (or don't exists) for 1.6.x and I have a big world and I don't want to lose it.

 

I cant find those interfaces you mentioned (readFromNBT, writeFromNBT) and what does ISBRH stand for?

 

I'm a noob at Minecraft code yet...

Link to comment
Share on other sites

ISBRH is hydroflame way of calling ISimpleBlockRenderingHandler.

 

ISimpleBlockRenderingHandler

ISBRH ... i wouldnt say its my way but i probably should be more clear whenever someone might not know about it :(

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

Link to comment
Share on other sites

Now, here's another thing I don't understand and it's the final thing i need to grasp:

 

I've found the Basic Tile Entity tutorial on the forge tutorials page and it says to do the following:

 

@Override
public TileEntity createTileEntity(World world, int metadata) {
	try
    {			
		TableOneEntity entity = new TableOneEntity();
		entity.setTextureID(metadata);
		//System.out.println("metadata " + metadata);
		return entity;
    }
    catch (Exception e)
    {
        throw new RuntimeException(e);
    }		
}

 

That's fine. I can save the block's TileEntity with the metadata from the block, but whenever the world restarts, the entity get's overwritten by a new one and the metadata changes to some other thing and I can't get the old TileEntity from the block instead of creating a new one with the params provided by this method.

 

How do you do it usually?

 

 

Link to comment
Share on other sites

Anybody?

 

Can't figure this out.

 

Whenever i reload my world, the tile entity of the block gets overwritten by the new block metadata wich equals (apparently) to the direction that the block was placed.

 

Nevermind this. It was because I followed some tutorial and at some point it was changing the block's metadata. I'm able now to render the texture based on metadata.

 

 

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • The future of Bitcoin recovery is a topic of great interest and excitement, particularly with the emergence of innovative companies like Dexdert Net Pro Recovery leading the charge. As the cryptocurrency market continues to evolve and face new challenges, the need for effective solutions to help users recover lost or stolen Bitcoin has become increasingly critical. Dexdert Net Pro, a specialized firm dedicated to this very purpose, has positioned itself at the forefront of this emerging field. Through their proprietary techniques and deep expertise in blockchain technology, Dexdert Net Pro has developed a comprehensive approach to tracking down and retrieving misplaced or compromised Bitcoin, providing a lifeline to individuals and businesses who have fallen victim to the inherent risks of the digital currency landscape. Their team of seasoned investigators and cryptography experts employ a meticulous, multi-pronged strategy, leveraging advanced data analysis, forensic techniques, and collaborative partnerships with law enforcement to painstakingly trace the movement of lost or stolen coins, often recovering funds that would otherwise be considered irrecoverable. This pioneering work not only restores financial assets but also helps to bolster confidence and trust in the long-term viability of Bitcoin, cementing Dexdert Net Pro role as a crucial player in shaping the future of cryptocurrency recovery and security. As the digital finance ecosystem continues to evolve, the importance of innovative solutions like those offered by Dexdert Net Pro will only grow, ensuring that users can navigate the complexities of Bitcoin with greater peace of mind and protection. Call Dexdert Net Pro now     
    • I'm developing a dimension, but it's kinda resource intensive so some times during player teleporting it lags behind making the player phase down into the void, so im trying to implement some kind of pregeneration to force the game loading a small set of chunks in the are the player will teleport to. Some of the things i've tried like using ServerLevel and ServerChunkCache methods like getChunk() dont actually trigger chunk generation if the chunk isn't already on persistent storage (already generated) or placing tickets, but that doesn't work either. Ideally i should be able to check when the task has ended too. I've peeked around some pregen engines, but they're too complex for my current understanding of the system of which I have just a basic understanding (how ServerLevel ,ServerChunkCache  and ChunkMap work) of. Any tips or other classes I should be looking into to understand how to do this correctly?
    • https://mclo.gs/4UC49Ao
    • Way back in the Forge 1.17 days, work started for adding JPMS (Java Platform Module Support) to ModLauncher and ForgeModLoader. This has been used internally by Forge and some libraries for a while now, but mods (those with mods.toml specifically) have not been able to take advantage of it. As of Forge 1.21.1 and 1.21.3, this is now possible!   What is JPMS and what does it mean for modders? JPMS is the Java Platform Module System, introduced in Java 9. It allows you to define modules, which are collections of packages and resources that can be exported or hidden from other modules. This allows for much more fine-tuned control over visibility, cleaner syntax for service declarations and support for sealed types across packages. For example, you might have a mod with a module called `com.example.mod` that exports `com.example.mod.api` and `com.example.mod.impl` to other mods, but hides `com.example.mod.internal` from them. This would allow you to have a clean API for other mods to use, while keeping your internal implementation details hidden from IDE hints, helping prevent accidental usage of internals that might break without prior notice. This is particularly useful if you'd like to use public records with module-private constructors or partially module-private record components, as you can create a sealed interface that only your record implements, having the interface be exported and the record hidden. It's also nice for declaring and using services, as you'll get compile-time errors from the Java compiler for typos and the like, rather than deferring to runtime errors. In more advanced cases, you can also have public methods that are only accessible to specific other modules -- handy if you want internal interactions between multiple of your own mods.   How do I bypass it? We understand there may be drama in implementing a system that prevents mods from accessing each other's internals when necessary (like when a mod is abandoned or you need to fix a compat issue) -- after all, we are already modding a game that doesn't have explicit support for Java mods yet. We have already thought of this and are offering APIs from day one to selectively bypass module restrictions. Let me be clear: Forge mods are not required to use JPMS. If you don't want to use it, you don't have to. The default behaviour is to have fully open, fully exported automatic modules. In Java, you can use the `Add-Opens` and `Add-Exports` manifest attributes to selectively bypass module restrictions of other mods at launch time, and we've added explicit support for these when loading your Forge mods. At compile-time, you can use existing solutions such as the extra-java-module-info Gradle plugin to deal with non-modular dependencies and add extra opens and exports to other modules. Here's an example on how to make the internal package `com.example.examplemod.internal` open to your mod in your build.gradle: tasks.named('jar', Jar) { manifest { attributes([ 'Add-Opens' : 'com.example.examplemod/com.example.examplemod.internal' 'Specification-Title' : mod_id, 'Specification-Vendor' : mod_authors // (...) ]) } } With the above in your mod's jar manifest, you can now reflectively access the classes inside that internal package. Multiple entries are separated with a space, as per Java's official spec. You can also use Add-Exports to directly call without reflection, however you'd need to use the Gradle plugin mentioned earlier to be able to compile. The syntax for Add-Exports is the same as Add-Opens, and instructions for the compile-time step with the Gradle plugin are detailed later in this post. Remember to prefer the opens and exports keywords inside module-info.java for sources you control. The Add-Opens/Add-Exports attributes are only intended for forcing open other mods.   What else is new with module support? Previously, the runtime module name was always forced to the first mod ID in your `mods.toml` file and all packages were forced fully open and exported. Module names are now distinguished from mod IDs, meaning the module name in your module-info.java can be different from the mod ID in your `mods.toml`. This allows you to have a more descriptive module name that doesn't have to be the same as your mod ID, however we strongly recommend including your mod ID as part of your module name to aid troubleshooting. The `Automatic-Module-Name` manifest attribute is now also honoured, allowing you to specify a module name for your mod without needing to create a `module-info.java` file. This is particularly useful for mods that don't care about JPMS features but want to have a more descriptive module name and easier integration with other mods that do use JPMS.   How do I use it? The first step is to create a `module-info.java` file in your mod's source directory. This file should be in the same package as your main mod class, and should look something like this: open module com.example.examplemod { requires net.minecraftforge.eventbus; requires net.minecraftforge.fmlcore; requires net.minecraftforge.forge; requires net.minecraftforge.javafmlmod; requires net.minecraftforge.mergetool.api; requires org.slf4j; requires logging; } For now, we're leaving the whole module open to reflection, which is a good starting point. When we know we want to close something off, we can remove the open modifier from the module and open or export individual packages instead. Remember that you need to be open to Forge (module name net.minecraftforge.forge), otherwise it can't call your mod's constructor. Next is fixing modules in Gradle. While Forge and Java support modules properly, Gradle does not put automatic modules on the module path by default, meaning that the logging module (from com.mojang:logging) is not found. To fix this, add the Gradle plugin and add a compile-time module definition for that Mojang library: plugins { // (...) id 'org.gradlex.extra-java-module-info' version "1.9" } // (...) extraJavaModuleInfo { failOnMissingModuleInfo = false automaticModule("com.mojang:logging", "logging") } The automatic module override specified in your build.gradle should match the runtime one to avoid errors. You can do the same for any library or mod dependency that is missing either a module-info or explicit Automatic-Module-Name, however be aware that you may need to update your mod once said library adds one. That's all you need to get started with module support in your mods. You can learn more about modules and how to use them at dev.java.
    • Faire la mise à jour grâce à ce lien m'a aider personnellement, merci à @Paint_Ninja. https://www.amd.com/en/support 
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.