Jump to content

Recommended Posts

Posted

I'm trying to create a television that changes its texture when you right-click on the block, changing the channel data held in the tile entity. So far I can only get the TESR to update and read the correct data if I reload my world, but I can't figure out a way to force a recheck of the tile entity data by the renderer.

 

Tile Entity:

public class LargeTelevisionTileEntity extends TileEntity {	

private int channel = 0;

public int getChannel() {
	return channel;
}

public void nextChannel() {
	if(channel == 3) {
		channel = 0;
	}
	else {
			++channel;
	}
}

@Override
public void writeToNBT(NBTTagCompound var1)
{
	super.writeToNBT(var1);
	var1.setInteger("channel", channel);	    
}

@Override
public void readFromNBT(NBTTagCompound var1)
{
	super.readFromNBT(var1);
	channel = MathHelper.clamp_int(var1.getInteger("channel"), 0, 3);	    
}

@Override
    public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity packet) {
	readFromNBT(packet.func_148857_g());
    }

    @Override
    public Packet getDescriptionPacket() {
        NBTTagCompound tag = new NBTTagCompound();
        this.writeToNBT(tag);
        return new S35PacketUpdateTileEntity(this.xCoord, this.yCoord, this.zCoord, this.blockMetadata, tag);
    }

}

 

TESR:

public class LargeTelevisionTESR extends TileEntitySpecialRenderer{

private IModelCustom largeTV;
private ResourceLocation largeTVLocation;
private ResourceLocation largeTVTexture;	

public LargeTelevisionTESR(){
	largeTVLocation = new ResourceLocation("pokedecor", "/models/largeTV.obj");
	largeTVTexture = new ResourceLocation("pokedecor", "textures/blocks/largeTVTexture.png");
    largeTV = AdvancedModelLoader.loadModel(largeTVLocation);
}

public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) {


	System.out.printf("Channel: " + ((LargeTelevisionTileEntity)tileEntity).getChannel() + "\n");	//To tell me the data loaded in the tesr


	ForgeDirection direction = null;

	if (tileEntity.getWorldObj() != null) {
		direction = ForgeDirection.getOrientation(tileEntity.getBlockMetadata());
	}


	GL11.glPushMatrix();

	// Scale, Translate, Rotate
	GL11.glTranslated((float)x, (float)y, (float)z);
	GL11.glScalef(1.0F, 1.0F, 1.0F);
       		
	short angle = 0;

	if (direction != null)
        {
            if (direction == ForgeDirection.NORTH)
            {
                angle = 180;
            }
            else if (direction == ForgeDirection.SOUTH)
            {
                angle = 0;
            }
            else if (direction == ForgeDirection.WEST)
            {
                angle = -90;
            }
            else if (direction == ForgeDirection.EAST)
            {
                angle = 90;
            }
        }

	GL11.glRotatef((float)angle, 0.0F, 1.0F, 0.0F);

    FMLClientHandler.instance().getClient().renderEngine.bindTexture(largeTVTexture);
    
    largeTV.renderAll();
    
    GL11.glPopMatrix();
    
	}

}

 

Posted
  On 3/28/2014 at 7:09 AM, diesieben07 said:

Call

world.markBlockForUpdate(x, y, z)

when your data changes.

Oh man, this whole time I've been sending custom packets to update all nearby players... I've even used this method for blocks, but didn't think to use it with tile entities. I so smaht. :P Thanks for that!

 

Side note: the method will only re-render the block if the id or metadata has changed, at least according to the java-docs, so custom packets would still be necessary if you need to re-render and neither of those changed.

 

EDIT: Maybe not, since it also says the TE description packet gets sent during the update... this is great!

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

    • Make a test with another Launcher like the Curseforge Launcher, MultiMC or AT Launcher
    • can anyone help me i am opening forge and add modpacks and then it says unable to update native luancher and i redownlaod java and the luancher it self?
    • The problem occurs also in 1.20.1 Forge, but with an "Error executing task on client" instead. I have "Sinytra Connector" installed. On 1.21.5 Fabric, there is no problem. When this happens, the chat message before the death screen appears gets sent, with an extra dash added.
    • Well, as usual, it was user error. Naming mismatch in sounds.json.  Please delete this post if you find it necessary. 
    • Hello Forge community.  I'm running into an issue with a mod I'm working on.  To preface, I can call /playsound modId:name music @a and I can hear the sound I registered being played in game. Great!  However, I cannot get it to trigger via my mod code.    Registration: public static final RegistryObject<SoundEvent> A_WORLD_OF_MADNESS = SOUND_EVENTS.register("a_world_of_madness", () -> new SoundEvent(new ResourceLocation("tetheredsouls", "a_world_of_madness")));   Playback: Minecraft mc = Minecraft.getInstance(); if (!(mc.player instanceof LocalPlayer) || mc.level == null) return; LocalPlayer player = (LocalPlayer) mc.player; BlockPos pos = player.blockPosition(); SoundEvent track = ModSounds.A_WORLD_OF_MADNESS.get(); System.out.println(track); System.out.println(pos); System.out.println(player); // play exactly like the tutorial: client-only, at the player's position try { mc.level.playLocalSound( player.getX(), player.getY(), player.getZ(), track, SoundSource.MUSIC, // Or MASTER if needed 1f, 1f, false ); System.out.println("[DEBUG] playSound success: " + track.getLocation()); } catch (Exception e) { System.err.println("[ERROR] Failed to play sound: " + track.getLocation()); e.printStackTrace(); } Sounds.json:   { "theme_of_laura": { "category": "music", "sounds": [ { "name": "tetheredsouls:a_world_of_madness", "stream": true } ] } } Things I have tried: - multiple .ogg files. Short .ogg files (5 seconds, <100KB).  - default minecraft sounds imported from import net.minecraft.sounds.SoundEvents; These work given my code. No idea why these are different.  - playSound() method, as well as several others in past iterations that did not work   I would be forever grateful if somebody could point me in the right direction. I've looked at several mod github repositories and found extremely similar code to what I'm doing. I've also found several threads in this forum that did not solve my issue. I just cannot figure out what I'm doing differently, and why I'm able to queue sounds manually with playsound but the code won't play it (despite confirming the code is being run with the debug statements.)
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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