Posted March 23, 201411 yr 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
March 23, 201411 yr 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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