Posted March 28, 201411 yr 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(); } }
March 28, 201411 yr 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. 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! http://i.imgur.com/NdrFdld.png[/img]
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