Jump to content

Recommended Posts

Posted

Hi everyone,

 

I was working on two new throwable entities in forge and I am trying to use the snowball and fireball rendering but I cannot see the two entities while they are in the air. However it has nothing to do with my entities as they perform as they are supposed to on impact. (Expolosion, potion effects...) Any help on how I could fix this so the entities actually render would be great.

 

Main Class

 

  Reveal hidden contents

 

 

Entity Lavaball

 

  Reveal hidden contents

 

 

Entity Blindshot

 

  Reveal hidden contents

 

 

Thanks in advance!

Posted

Hi

 

I don't see an obvious problem but some thoughts...

 

I've been told it's better to use EntityRegistry.registerModEntity instead of registerGlobalEntityID.  (But I doubt this is causing your rendering problem)

 

I'd suggest that you put a breakpoint into RenderManager.renderEntityWithPosYaw

 

            render = this.getEntityRenderObject(par1Entity);  // breakpoint here

            if (render != null && this.renderEngine != null)
            {

or alternatively

 

  if (par1Entity instanceof EntityLavaball) {
     System.out.println("rendering EntityLavaball"); // breakpoint here
  }
            render = this.getEntityRenderObject(par1Entity);

            if (render != null && this.renderEngine != null)
            {

 

then trace into it to see why your desired renderer isn't being retrieved.  Or alternatively, if it's being retrieved, why the render code isn't working.

 

-TGG

Posted

Hi

 

  On 1/22/2014 at 1:21 AM, nickpops98 said:

I did as you said and I can now see that for some reason my entities are not being passed through to RenderManager.

 

I'm not sure what you mean by that.

 

do you mean that when you got to the line

            render = this.getEntityRenderObject(par1Entity);

your par1Entity is the EntityLavaball, render was set to null?

 

or do you mean that renderEntityWithPosYaw was never called for your EntityLavaball at all?

 

-TGG

 

 

 

 

 

Posted

Hi

 

Hmmm ok

 

In RenderGlobal.renderEntities, add the following line

 

            this.theWorld.theProfiler.endStartSection("entities");

            for (i = 0; i < list.size(); ++i)
            {
                entity = (Entity)list.get(i);
                if (entity instanceof EntityLavaball) {
     System.out.println("rendering EntityLavaball"); // breakpoint here
  }

when it breaks, see if you can trace through and see why it isn't getting to

                    RenderManager.instance.renderEntity(entity, par3);

 

-TGG

 

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.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Yes that’s the full log, I managed to get it working last night, the anvil fix mod is what was causing it to crash
    • Hey guys, i'm currently developping a mod with forge 1.12.2 2860 and i'm using optifine and gradle 4.9. The thing is i'm trying to figure out how to show the player's body in first person. So far everything's going well since i've try to use a shader. The player's body started to blink dark when using a shader. I've try a lot of shader like chocapic, zeus etc etc but still the same issue. So my question is : How should i apply the current shader to the body ? At the same time i'm also drawing a HUD so maybe it could be the problem?   Here is the issue :    And here is the code where i'm trying to display the body :    private static void renderFirstPersonBody(EntityPlayerSP player, float partialTicks) { Minecraft mc = Minecraft.getMinecraft(); GlStateManager.pushMatrix(); GlStateManager.pushAttrib(); try { // Préparation OpenGL GlStateManager.enableDepth(); GlStateManager.depthMask(true); GlStateManager.enableAlpha(); GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F); GlStateManager.enableBlend(); GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); // Éclairage correct pour shaders GlStateManager.enableLighting(); RenderHelper.enableStandardItemLighting(); GlStateManager.enableRescaleNormal(); // Active la lightmap pour les shaders mc.entityRenderer.enableLightmap(); // Position de rendu interpolée double px = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks; double py = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks; double pz = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks; GlStateManager.translate( px - mc.getRenderManager().viewerPosX, py - mc.getRenderManager().viewerPosY, pz - mc.getRenderManager().viewerPosZ ); // Rendu du joueur sans la tête Render<?> render = mc.getRenderManager().getEntityRenderObject(player); if (render instanceof RenderPlayer) { RenderPlayer renderPlayer = (RenderPlayer) render; boolean oldHeadHidden = renderPlayer.getMainModel().bipedHead.isHidden; boolean oldHeadwearHidden = renderPlayer.getMainModel().bipedHeadwear.isHidden; renderPlayer.getMainModel().bipedHead.isHidden = true; renderPlayer.getMainModel().bipedHeadwear.isHidden = true; setArmorHeadVisibility(renderPlayer, false); renderPlayer.doRender(player, 0, 0, 0, player.rotationYaw, partialTicks); renderPlayer.getMainModel().bipedHead.isHidden = oldHeadHidden; renderPlayer.getMainModel().bipedHeadwear.isHidden = oldHeadwearHidden; setArmorHeadVisibility(renderPlayer, !oldHeadwearHidden); } // Nettoyage post rendu mc.entityRenderer.disableLightmap(); GlStateManager.disableRescaleNormal(); } catch (Exception e) { // silent fail } finally { GlStateManager.popAttrib(); GlStateManager.popMatrix(); } }   Ty for your help. 
    • Item successfully registered, but there was a problem with the texture of the item, it did not insert and has just the wrong texture.     
    • Keep on using the original Launcher Run Vanilla 1.12.2 once and close the game Download Optifine and run optifine as installer (click on the optifine jar) Start the launcher and make sure the Optifine profile is selected - then test it again  
    • Hi everyone, I’m hoping to revisit an old version of Minecraft — specifically around Beta 1.7.3 — for nostalgia’s sake. I’ve heard you can do this through the official Minecraft Launcher, but I’m unsure how to do it safely without affecting my current installation or save files. Are there any compatibility issues I should watch out for when switching between versions? Would really appreciate any tips or advice from anyone who’s done this before! – Adam
  • Topics

×
×
  • Create New...

Important Information

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