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Featured Replies

Posted

I know how to render a living entity, but I have no clue how to render just an entity that has a model.

 

Render:

package realmoffera.client.render;

import net.minecraft.client.renderer.entity.Render;
import net.minecraft.entity.Entity;
import net.minecraft.util.ResourceLocation;
import realmoffera.UtilRF;
import realmoffera.client.model.ModelCoinsRF;
import realmoffera.entity.EntityCoinsRF;

public class RenderCoinsRF extends Render {
public static final ResourceLocation COPPER = UtilRF.newResource("textures/entity/coins/copper.png"), SILVER = UtilRF.newResource("textures/entity/coins/silver.png"), GOLD = UtilRF.newResource("textures/entity/coins/gold.png"), PLATINUM = UtilRF.newResource("textures/entity/coins/platinum.png");
public static final ModelCoinsRF model = new ModelCoinsRF();

@Override
public void doRender(Entity entity, double d, double d1, double d2, float d3, float d4) {
}

protected ResourceLocation getEntityTexture(EntityCoinsRF coins) {
	return coins.value >= 100000 ? PLATINUM : (coins.value >= 10000 ? GOLD : (coins.value >= 1000 ? SILVER : COPPER));
}

@Override
protected ResourceLocation getEntityTexture(Entity e) {
	return getEntityTexture((EntityCoinsRF) e);
}
}

 

Model:

package realmoffera.client.model;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import realmoffera.entity.EntityCoinsRF;

public class ModelCoinsRF extends ModelBase {
ModelRenderer coin1;
ModelRenderer coin2;
ModelRenderer coin3;
ModelRenderer coin4;

public ModelCoinsRF() {
	textureWidth = 32;
	textureHeight = 32;
	coin1 = new ModelRenderer(this, 0, 0);
	coin1.addBox(0F, 0F, 0F, 4, 1, 4);
	coin1.setRotationPoint(-2F, 23F, -2F);
	coin1.setTextureSize(32, 32);
	coin1.mirror = true;
	setRotation(coin1, 0F, 0F, 0F);
	coin2 = new ModelRenderer(this, 0, 0);
	coin2.addBox(0F, 0F, 2F, 4, 1, 4);
	coin2.setRotationPoint(-1F, 23F, 7F);
	coin2.setTextureSize(32, 32);
	coin2.mirror = true;
	setRotation(coin2, 0.1858931F, 2.918521F, 0.0371786F);
	coin3 = new ModelRenderer(this, 0, 0);
	coin3.addBox(0F, 0F, 0F, 4, 1, 4);
	coin3.setRotationPoint(-2F, 23F, -5F);
	coin3.setTextureSize(32, 32);
	coin3.mirror = true;
	setRotation(coin3, 0.0371786F, -0.6878043F, -0.3346075F);
	coin4 = new ModelRenderer(this, 0, 0);
	coin4.addBox(0F, 0F, 0F, 4, 1, 4);
	coin4.setRotationPoint(4.2F, 23F, 1.4F);
	coin4.setTextureSize(32, 32);
	coin4.mirror = true;
	setRotation(coin4, 0F, -2.9557F, -0.2974289F);
}

public void render(EntityCoinsRF coins, float f, float f1, float f2, float f3, float f4, float f5) {
	super.render(coins, f, f1, f2, f3, f4, f5);
	setRotationAngles(f, f1, f2, f3, f4, f5, coins);
	coin1.render(f5);
	if(coins.value < 100) {
		if(coins.value >= 25) {
			coin2.render(f5);
		}
		if(coins.value >= 50) {
			coin3.render(f5);
		}
		if(coins.value >= 75) {
			coin4.render(5);
		}
	} else if(coins.value < 1000) {
		if(coins.value >= 250) {
			coin2.render(f5);
		}
		if(coins.value >= 500) {
			coin3.render(f5);
		}
		if(coins.value >= 750) {
			coin4.render(5);
		}
	} else if(coins.value < 10000) {
		if(coins.value >= 2500) {
			coin2.render(f5);
		}
		if(coins.value >= 5000) {
			coin3.render(f5);
		}
		if(coins.value >= 7500) {
			coin4.render(5);
		}
	} else if(coins.value < 100000) {
		if(coins.value >= 25000) {
			coin2.render(f5);
		}
		if(coins.value >= 50000) {
			coin3.render(f5);
		}
		if(coins.value >= 75000) {
			coin4.render(5);
		}
	}
}

public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
	this.render((EntityCoinsRF) entity, f, f1, f2, f3, f4, f5);
}

private void setRotation(ModelRenderer model, float x, float y, float z) {
	model.rotateAngleX = x;
	model.rotateAngleY = y;
	model.rotateAngleZ = z;
}

public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) {
	super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
}
}

 

Basically what I'm asking is, what do I put in the doRender method in the render. There's a render method in my model class but I'm not sure what the parameters are.

Kain

In the RenderCoinsRF, just add these:

 

this.bindEntityTexture(entity);

model.render(Entity entity,d,d1,d2,d3,d4,1);

 

And all should be good :).

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