Jump to content

Recommended Posts

Posted

Hello again Minecraft Forge guru's! I've decided to add a small bit of flare to my newest mod (mostly for practice).

 

I'd like to have an item hover over my block and slowly rotate. I'm going to change this item based on the inventory, but I can do that after I find out how to render any item. So far, I've tried using the tesselator to draw ANYTHING above my block, but I can't even figure out if my Renderer is being registered correctly. I've placed a few log notes and none of them show up. Here's some of my code that I believe is the culprit.

 

EDIT: I've made sure that my renderer is being registered and got something on the screen. I forgot to add proxy.registerRenderers(); to my FMLInitilizationEvent

 

public class CommonProxy {

public void registerRenderers(){}

}

 

public class ClientProxy extends CommonProxy{

public void registerRenderers(){
	ClientRegistry.bindTileEntitySpecialRenderer(TEMetalExtractor.class, new RendererMetalExtractor());
}
}

 

public class RendererMetalExtractor extends TileEntitySpecialRenderer{

public RendererMetalExtractor(){}

private static final ResourceLocation texture = new ResourceLocation(ModInfo.MODID, "textures/blocks/magnet.png");

@Override
@SideOnly(Side.CLIENT)
public void renderTileEntityAt(TileEntity te, double x, double y, double z, float f) {
	bindTexture(texture);
	Tessellator t = Tessellator.instance;
	GL11.glPushMatrix();
	GL11.glColor3ub((byte)255, (byte)0, (byte)0);
	GL11.glTranslated(x, y+1, z);
	GL11.glLineWidth(10.0F);
	t.startDrawingQuads();

	t.addVertexWithUV(0, 0, 0, 0, 0);
	t.addVertexWithUV(0, 1, 0, 0, 1);
	t.addVertexWithUV(1, 1, 0, 1, 1);
	t.addVertexWithUV(1, 0, 0, 1, 0);

	t.draw();
	GL11.glPopMatrix();
}
}

 

All of this TESR code is the product of several tutorials that don't do what I wanted, but I thought I could figure it out if I got something to show up.

 

I'm going to continue working towards a solution. If anyone can provide some help I'd really appreciate it.

Posted

Whenever you're not sure if a method is being called, that's an excellent time to use either break points or a simple println. If it doesn't print, it's not getting called and you should check that your block implements ITileEntityProvider (or extends BlockContainer) and returns your tile entity for the create new tile entity method. If it does print, then the problem is with your rendering.

 

Btw, if you want an item to float and rotate above the block, why not use an EntityItem directly in the render class (not for spawning in the world, but only for rendering) ? I think that could greatly simplify the work you need to do.

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

    • @Tsuk1 Also, new note, you can use blockbench to make the custom item model for when it is not on the head.   EDIT: Funny story, I am making a mod similar to yours! Mine is called NorseMC.
    • @Nood_dev Could you send a screenshot of your weapon code? Here is the one I made (for a dagger): The specific UUID does not matter, just that it is the same every time, which is why UUID#randomUUID does not work public class DaggerItem extends TieredItem implements Vanishable { protected static final double REACH_MODIFIER = -1.5D; protected final Multimap<Attribute, AttributeModifier> defaultModifiers; protected final UUID BASE_ATTACK_REACH_UUID = UUID.fromString("6fe75b5c-9d1b-4e83-9eea-a1d5a94e8dd5") public DaggerItem(Tier pTier, int pAttackDamageModifier, float pAttackSpeedModifier, Properties pProperties) { super(pTier, pAttackDamageModifier, pAttackSpeedModifier, pProperties); this.attackDamage = (float) pAttackDamageModifier + pTier.getAttackDamageBonus(); ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder(); builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", this.attackDamage, AttributeModifier.Operation.ADDITION)); builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", pAttackSpeedModifier, AttributeModifier.Operation.ADDITION)); // THE ONE YOU WANT: builder.put(ForgeMod.ENTITY_REACH.get(), new AttributeModifier(BASE_ATTACK_REACH_UUID, "Weapon modifier", REACH_MODIFIER, AttributeModifier.Operation.ADDITION)); this.defaultModifiers = builder.build(); } @Override public Multimap<Attribute, AttributeModifier> getDefaultAttributeModifiers(EquipmentSlot pEquipmentSlot) { return pEquipmentSlot == EquipmentSlot.MAINHAND ? this.defaultModifiers : super.getDefaultAttributeModifiers(pEquipmentSlot); } }
    • https://images.app.goo.gl/1PxFKdxByTgkxvSu6
    • That's what we'll try out. I could never figure out how to recreate the crash, so I'll just have to wait and see.
    • Ok, I updated to the latest version and now the models are visible, the problem now is that the glowing eyes are not rendered nor any texture I render there when using shaders, even using the default Minecraft eyes RenderType, I use entityTranslucent and entityCutout, but it still won't render. Something I noticed when using shaders is that a texture, instead of appearing at the world position, would appear somewhere on the screen, following a curved path, it was strange, I haven't been able to reproduce it again. I thought it could be that since I render the texture in the AFTER ENTITIES stage which is posted after the batches used for entity rendering are finished, maybe that was the reason why the render types were not being drawn correctly, so I tried injecting code before finishing the batches but it still didn't work, plus the model was invisible when using shaders, there was a bug where if I look at the model from above it is visible but if I look at it from below it is invisible. So in summary, models are now visible but glowing eyes and textures are not rendered, that hasn't changed.
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

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