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Render a item above a block?


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Here's the render function for my TE model:

 

public void render(TileEntity te, double x, double y, double z) {
	TEDisplayPedestal es = (TEDisplayPedestal)te;
	if(es.itemEnt != null) { //store the item entity in the tile entity
		GL11.glPushMatrix();
		GL11.glTranslatef((float)x + 0.5F, (float)y + 0.75F, (float)z + 0.25F);//position where I want it
		GL11.glRotatef(90, 1, 0, 0); //lay the item flat
		RenderHelper.enableStandardItemLighting();
		RenderManager.instance.renderEntityWithPosYaw(es.itemEnt, 0, 0, 0, 0, 0);
		GL11.glPopMatrix();
	}

	GL11.glPushMatrix();
	GL11.glTranslatef((float)x + 0.5f, (float)y - 0.5f, (float)z + 0.5f);
	ResourceLocation rl = new ResourceLocation(es.getModelTexture());
	Minecraft.getMinecraft().renderEngine.bindTexture(rl);
	this.render();
	GL11.glPopMatrix();
}

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I have that as part of the Model (public class MyModel extends ModelBase).

 

es.itemEnt is just an EntityItem that is stored in the custom tile entity so that I'm not creating a new one all the time (I also force its position, rotation, and age to zero).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I hate to reply to someone else's conversation, but Draco, this seems to render it at different angles and positions each time you place the block down...

 

It shouldn't.  That code was where I stopped last night, before I did placement angles (my TE now has 4 facings).

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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I hate to reply to someone else's conversation, but Draco, this seems to render it at different angles and positions each time you place the block down...

 

It shouldn't.  That code was where I stopped last night, before I did placement angles (my TE now has 4 facings).

 

Pic:

 

advcrafter.png

 

 

Code:

 

 

 

TileEntity item definition

 public EntityItem star = new EntityItem(this.worldObj, this.xCoord, this.yCoord, this.zCoord, new ItemStack(Item.netherStar));

 

TileEntityRenderer

public class RenderAdvCrafter extends TileEntitySpecialRenderer
{

@Override
public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f)
{

	TileAdvCrafter tile = (TileAdvCrafter) tileentity;

	if(tile.star != null)
	{
            tile.star.setPositionAndRotation(0, 0, 0, 0, 0);
            tile.star.age = 0;

		GL11.glPushMatrix();
		GL11.glTranslatef((float)x+0.5F, (float)y+0.8F, (float)z+0.25F);
		GL11.glRotatef(90, 1, 0, 0);
		GL11.glScalef(1.5F, 1.5F, 1.5F);
		RenderHelper.enableStandardItemLighting();
		RenderManager.instance.renderEntityWithPosYaw(tile.star, 0, 0, 0, 0, 0);
		GL11.glPopMatrix();
	}
}

}

 

 

 

 

The angles of each star change upon world reload also. It seems to be ignoring the rotational infomation it is given...

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Ah!  I see your problem. :)

 

This is from my tile entity:

 

@Override
public void onInventoryChanged() {
	super.onInventoryChanged();
	if(contents[0] != null) {
		itemEnt = new EntityItem(this.worldObj, this.xCoord, this.yCoord, this.zCoord, contents[0]);
		itemEnt.hoverStart = 0; //this is making it be off-center
		itemEnt.rotationYaw = 0; //this is what's making it rotate for you
		itemEnt.motionX = 0; //zero out these just in case
		itemEnt.motionY = 0;
		itemEnt.motionZ = 0;
	}
	else {
		itemEnt = null;
	}
}

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Ah!  I see your problem. :)

 

This is from my tile entity:

 

@Override
public void onInventoryChanged() {
	super.onInventoryChanged();
	if(contents[0] != null) {
		itemEnt = new EntityItem(this.worldObj, this.xCoord, this.yCoord, this.zCoord, contents[0]);
		itemEnt.hoverStart = 0; //this is making it be off-center
		itemEnt.rotationYaw = 0; //this is what's making it rotate for you
		itemEnt.motionX = 0; //zero out these just in case
		itemEnt.motionY = 0;
		itemEnt.motionZ = 0;
	}
	else {
		itemEnt = null;
	}
}

 

Ah, thanks!

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