Posted August 22, 201312 yr Hello, I'm trying to create a new type of xp orb. To do this I've basically copied the original xp orb, and added a few modifications. The entity works fine as I can see its effects, however, I cannot get it to render at all. I've tried adding this to my initialization method: EntityRegistry.registerGlobalEntityID(MyNewOrb.class, "myNewOrb", EntityRegistry.findGlobalUniqueEntityId()); and then this at the same point, only in my ClientProxy: RenderingRegistry.registerEntityRenderingHandler(MyNewOrb.class, new RenderMyNewOrb()); and finally, here is my code for rendering it: @SideOnly(Side.CLIENT) public class RenderMyNewOrb extends Render { private static final ResourceLocation field_110785_a = new ResourceLocation("textures/entity/experience_orb.png"); public RenderMyNewOrb() { this.shadowSize = 0.15F; this.shadowOpaque = 0.75F; } /** * Renders the Orb. */ public void renderTheOrb(EntityMyNewOrb par1EntityMyNewOrb, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); this.func_110777_b(par1EntityMyNewOrb); int i = par1EntityMyNewOrb.getTextureByValue(); float f2 = (float)(i % 4 * 16 + 0) / 64.0F; float f3 = (float)(i % 4 * 16 + 16) / 64.0F; float f4 = (float)(i / 4 * 16 + 0) / 64.0F; float f5 = (float)(i / 4 * 16 + 16) / 64.0F; float f6 = 1.0F; float f7 = 0.5F; float f8 = 0.25F; int j = par1EntityMyNewOrb.getBrightnessForRender(par9); int k = j % 65536; int l = j / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)k / 1.0F, (float)l / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); float f9 = 255.0F; int i1 = (int)f9; int k1 = 0x00BC5E5E; if (par1EntityMyNewOrb.isBlue) k1 = 0x0083E3E3; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); float f11 = 0.3F; GL11.glScalef(f11, f11, f11); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.setColorRGBA_I(k1, 128); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(0.0F - f8), 0.0D, (double)f2, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(0.0F - f8), 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(1.0F - f8), 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(1.0F - f8), 0.0D, (double)f2, (double)f4); tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } protected ResourceLocation func_110784_a(EntityMyNewOrb par1EntityMyNewOrb) { return field_110785_a; } protected ResourceLocation func_110775_a(Entity par1Entity) { return this.func_110784_a((EntityMyNewOrb)par1Entity); } /** * 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.renderTheOrb((EntityMyNewOrb)par1Entity, par2, par4, par6, par8, par9); } } The only thing changed is the colour section, which may be wrong, but I'm not the best at bitwise logic.
August 22, 201312 yr Author @SideOnly(Side.CLIENT) public class RenderMyNewOrb extends Render { private static final ResourceLocation field_110785_a = new ResourceLocation("textures/entity/experience_orb.png"); public RenderMyNewOrb() { this.shadowSize = 0.15F; this.shadowOpaque = 0.75F; } /** * Renders the Orb. */ public void renderTheOrb(EntityMyNewOrb par1EntityMyNewOrb, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); this.func_110777_b(par1EntityMyNewOrb); int i = par1EntityMyNewOrb.getTextureByValue(); float f2 = (float)(i % 4 * 16 + 0) / 64.0F; float f3 = (float)(i % 4 * 16 + 16) / 64.0F; float f4 = (float)(i / 4 * 16 + 0) / 64.0F; float f5 = (float)(i / 4 * 16 + 16) / 64.0F; float f6 = 1.0F; float f7 = 0.5F; float f8 = 0.25F; int j = par1EntityMyNewOrb.getBrightnessForRender(par9); int k = j % 65536; int l = j / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)k / 1.0F, (float)l / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); float f9 = 255.0F; int i1 = (int)f9; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); float f11 = 0.3F; GL11.glScalef(f11, f11, f11); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); int r = 188; int g = 94; int b = 94; if (par1EntityMyNewOrb.isLight) { r = 131; g = 227; b = 227; } tessellator.setColorRGBA(r,g,b, 128); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(0.0F - f8), 0.0D, (double)f2, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(0.0F - f8), 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(1.0F - f8), 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(1.0F - f8), 0.0D, (double)f2, (double)f4); tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } protected ResourceLocation func_110784_a(EntityMyNewOrb par1EntityMyNewOrb) { return field_110785_a; } protected ResourceLocation func_110775_a(Entity par1Entity) { return this.func_110784_a((EntityMyNewOrb)par1Entity); } /** * 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.renderTheOrb((EntityMyNewOrb)par1Entity, par2, par4, par6, par8, par9); } } Updated renderer to not use bitwise logic, still no orbs are rendered.
August 22, 201312 yr Use EntityRegistry.registerModEntity(args); and don't use findGlobalUniqueEntityId(). And do private static final ResourceLocation orbTexture = new ResourceLocation("textures/entity/experience_orb.png"); public RenderMyNewOrb() { this.shadowSize = 0.15F; this.shadowOpaque = 0.75F; } /** * Renders the Orb. */ public void renderTheOrb(EntityMyNewOrb par1EntityMyNewOrb, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); this.func_110777_b(par1EntityMyNewOrb); int i = par1EntityMyNewOrb.getTextureByValue(); float f2 = (float)(i % 4 * 16 + 0) / 64.0F; float f3 = (float)(i % 4 * 16 + 16) / 64.0F; float f4 = (float)(i / 4 * 16 + 0) / 64.0F; float f5 = (float)(i / 4 * 16 + 16) / 64.0F; float f6 = 1.0F; float f7 = 0.5F; float f8 = 0.25F; int j = par1EntityMyNewOrb.getBrightnessForRender(par9); int k = j % 65536; int l = j / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)k / 1.0F, (float)l / 1.0F); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); float f9 = 255.0F; int i1 = (int)f9; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); float f11 = 0.3F; GL11.glScalef(f11, f11, f11); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); int r = 188; int g = 94; int b = 94; if (par1EntityMyNewOrb.isLight) { r = 131; g = 227; b = 227; } tessellator.setColorRGBA(r,g,b, 128); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(0.0F - f8), 0.0D, (double)f2, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(0.0F - f8), 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(1.0F - f8), 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(1.0F - f8), 0.0D, (double)f2, (double)f4); tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } protected ResourceLocation func_110775_a(Entity par1Entity) { return orbTexture; } public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderTheOrb((EntityMyNewOrb)par1Entity, par2, par4, par6, par8, par9); } By the way, what is this ? int i = par1EntityMyNewOrb.getTextureByValue();
August 22, 201312 yr Author That's just the same as getTextureByXP It now renders, but the orb only renders as grey. I've given it the rgb values as floats, but it just doesn't work. @SideOnly(Side.CLIENT) public class RenderMyNewOrb extends Render { private static final ResourceLocation orbTexture = new ResourceLocation("textures/entity/experience_orb.png"); public RenderMyNewOrb() { this.shadowSize = 0.15F; this.shadowOpaque = 0.75F; } /** * Renders the Orb. */ public void renderTheOrb(EntityMyNewOrb par1EntityMyNewOrb, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); this.func_110777_b(par1EntityMyNewOrb); int i = par1EntityMyNewOrb.getTextureByValue(); float f2 = (float)(i % 4 * 16 + 0) / 64.0F; float f3 = (float)(i % 4 * 16 + 16) / 64.0F; float f4 = (float)(i / 4 * 16 + 0) / 64.0F; float f5 = (float)(i / 4 * 16 + 16) / 64.0F; float f6 = 1.0F; float f7 = 0.5F; float f8 = 0.25F; int j = par1EntityMyNewOrb.getBrightnessForRender(par9); int k = j % 65536; int l = j / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)k / 1.0F, (float)l / 1.0F); float r = 0.74F, g = 0.37F, b = 0.37F; if(par1EntityMyNewOrb.isLight) { r = 0.51F; g = 0.89F; b = 0.89F; } GL11.glColor4f(r, g, b, 1.0F); float f9 = 255.0F; int i1 = (int)f9; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); float f11 = 0.3F; GL11.glScalef(f11, f11, f11); Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.setColorRGBA_F(r,g,b, 128); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(0.0F - f8), 0.0D, (double)f2, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(0.0F - f8), 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV((double)(f6 - f7), (double)(1.0F - f8), 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV((double)(0.0F - f7), (double)(1.0F - f8), 0.0D, (double)f2, (double)f4); tessellator.draw(); GL11.glDisable(GL11.GL_BLEND); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } protected ResourceLocation func_110775_a(Entity par1Entity) { return orbTexture; } public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderTheOrb((EntityMyNewOrb)par1Entity, par2, par4, par6, par8, par9); } }
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