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Posted

Hi, I am having trouble with how to make it so that a custom modeled block can be placed just as a vanilla furnace, with the front towards me no matter which direction I am heading.

 

As of now it can only be placed in one direction.

 

Here is all the classes I am using:

 

Main class

 

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Client Proxy

 

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Common Proxy

 

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TileSC

 

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TileTotem

 

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PacketTileUpdate

 

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PacketSC

 

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PacketHandler

 

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PacketTypeHandler

 

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ModelTotem

 

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TileTotemRenderer

 

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BlockTotem

 

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Posted

I think you probably need to make 4 versions of the model, 1 for each direction, assign a metdata value to each and call the different model versions based on the metadata state. 

Posted

Because you're not rotating the model in the TileTotemRenderer class.

 

         double angle = Math.toRadians(entity.rotation); //entity here is my TileEntity.  You can also reference block metadata.
         GL11.glPushMatrix();
         GL11.glRotatef(-1*entity.rotation, 0, 1, 0); //negative because of an assumption made in my TE that was wrong and this was the easier fix

 

(The angle value was being used for another part of the rendering, not related to the model)

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.

Posted
  On 12/18/2013 at 4:49 PM, Draco18s said:

Because you're not rotating the model in the TileTotemRenderer class.

 

         double angle = Math.toRadians(entity.rotation); //entity here is my TileEntity.  You can also reference block metadata.
         GL11.glPushMatrix();
         GL11.glRotatef(-1*entity.rotation, 0, 1, 0); //negative because of an assumption made in my TE that was wrong and this was the easier fix

 

(The angle value was being used for another part of the rendering, not related to the model)

^^^ The right way (how I did it)

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