Posted April 20, 201411 yr The weapons shoots fine but the projectile is invisible. Also, is it possible to scale up the size of an item (weapon) the player is holding, and if so, how? Entity Code: package com.darkCaves.projectiles; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.util.MovingObjectPosition; import net.minecraft.util.ResourceLocation; import net.minecraft.world.World; public class EntityShot extends EntityThrowable{ public EntityShot(World par1World){ super(par1World); } public EntityShot(World par1World, EntityPlayer par3EntityPlayer){ super(par1World, par3EntityPlayer); setThrowableHeading(this.motionX, this.motionY, this.motionZ, 3.0F, 1.0F); } public EntityeShot(World par1World, double par2, double par4, double par6){ super(par1World, par2, par4, par6); } @Override protected float getGravityVelocity(){ return 0F; } public static float explosionRadius = 2.0F; @Override protected void onImpact(MovingObjectPosition movingobjectposition){ this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, (float)this.explosionRadius, false); this.setDead(); } } Render Code: package com.darkCaves.projectiles; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.entity.Entity; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.util.ResourceLocation; @SideOnly(Side.CLIENT) public class RenderShot extends Render { private static ResourceLocation EntityTexture = new ResourceLocation("darkcaves:textures/projectiles/darkShot.png"); private float scale; public void renderProjectile(EntityThrowable projectile, double x, double y, double z) { GL11.glPushMatrix(); this.bindEntityTexture(projectile); GL11.glTranslatef((float)x, (float)y, (float)z); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(scale * 0.5F, scale * 0.5F, scale * 0.5F); Tessellator tessellator = Tessellator.instance; float minU = 0; float maxU = 1; float minV = 0; float maxV = 1; float f7 = 1.0F; float f8 = 0.5F; float f9 = 0.25F; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV(0.0F - f8, 0.0F - f9, 0.0D, minU, maxV); tessellator.addVertexWithUV(f7 - f8, 0.0F - f9, 0.0D, maxU, maxV); tessellator.addVertexWithUV(f7 - f8, 1.0F - f9, 0.0D, maxU, minV); tessellator.addVertexWithUV(0.0F - f8, 1.0F - f9, 0.0D, minU, minV); tessellator.draw(); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } @Override public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderProjectile((EntityThrowable)par1Entity, par2, par4, par6); } @Override protected ResourceLocation getEntityTexture(Entity entity) { return EntityTexture; } } Main Class Code: @EventHandler public void PreInit(FMLPreInitializationEvent event){ EntityRegistry.registerModEntity(EntityShot.class, "Shot", 200, this, 120, 3, true ); } Client Proxy Code: ~~Preinit statement above~~ public void RenderInformation(){ RenderingRegistry.registerEntityRenderingHandler(EntityShot.class, new RenderShot()); }
April 20, 201411 yr I don't know but don't you have to run your proxy's RenderInformation() in your PreInit? (might be wrong)
April 20, 201411 yr Author I don't know but don't you have to run your proxy's RenderInformation() in your PreInit? (might be wrong) Oh, that's already there, just forgot to include it.
April 20, 201411 yr Author Can I see your entire main class - as of now? It's very extensive, but everything related to the projectile can be found here: public class darkCaves { @EventHandler public void PreInit(FMLPreInitializationEvent event){ EntityRegistry.registerModEntity(EntityDischargeShot.class, "DischargeShot", 200, this, 120, 3, true ); proxy.RenderInformation(); } }
April 20, 201411 yr private float scale; // default value is zero... // uh oh... GL11.glScalef(scale * 0.5F, scale * 0.5F, scale * 0.5F); You need to initialize your variable. http://i.imgur.com/NdrFdld.png[/img]
April 20, 201411 yr Author private float scale; // default value is zero... // uh oh... GL11.glScalef(scale * 0.5F, scale * 0.5F, scale * 0.5F); You need to initialize your variable. Fixed it, thanks a bunch!
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