Jump to content

Recommended Posts

Posted

Hey guys,

 

I'm trying to set my block up so the texture changes depending on a value saved in the Tile Entities NBT.

However, it seems the texture doesn't "refresh", so it never gets it's new state.

 

Does anyone know a way to handle such a thing, or do I need to use TESR for it? I'd rather not mess around with metadata if I can help it.

(Thinking about it, would TESR be better anyway? I'm texturing a gauge, each value from the NBT sets the gauge a little higher- I think it's how the Battery Cells in redpower worked? But maybe I can render the bar seperately with TESR? I dunno)

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

You have to notify things of changes.

 

world#notifyBlockChange(x, y, z, blockID);

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

Hi

 

You have pretty much two choices -

(1) like Draco says, you can use the Block Render if you notifyBlockChange every time you want to re-render the block (i.e. because the NBT has changed).

or

(2) use a TESR, which is re-rendered every frame.

 

If there are only a couple of different gauge positions, or they only change very slowly, then a Block Renderer would be fine.

Otherwise, a TESR is probably better.

 

-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



×
×
  • Create New...

Important Information

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