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Posted
  On 4/24/2014 at 10:34 AM, Hackbaellchen said:

Good work there! Thank you! :)

Another question: Do you know how to create the render without having an item (just the texture) ?

You will have to use the Tessellator to draw it, like vanilla does when rendering an IIcon texture. Another option is to use a model and let the model renderer do the work for you.

 

While the 1.7.2 code for my mod isn't up yet (dang GitHub), the rendering code hasn't changed all that much from 1.6.4, and I've got plenty of projectile entities that you could look at for inspiration:

https://github.com/coolAlias/ZeldaSwordSkills

 

  Quote

If I want to add one more projectile it is always rendered as the previously..

Make sure you're not using "static" for things in your render or entity. That's the best advice I can give without seeing any code.

Posted

Yes, but the problem is that my next projectile is rendered as this one before..

 

EntityRegistry.registerModEntity(EntityMyItem.class, "MyItem", EntityRegistry.findGlobalUniqueEntityId(), this, 64, 10, true);
EntityRegistry.registerModEntity(EntityMySecondItem.class, "MySecondItem", EntityRegistry.findGlobalUniqueEntityId(), this, 64, 10, true);

RenderingRegistry.registerEntityRenderingHandler(EntityMyItem.class, new RenderSnowball(Items.egg));
RenderingRegistry.registerEntityRenderingHandler(EntityMySecondItem.class, new RenderSnowball(Items.fire_charge));    

Posted

Don't use "EntityRegistry.findGlobalUniqueEntityId()" with registerModEntity - that's completely different. What I do is create a local "int entityIndex = 0" and use that as "entityIndex++" for the id of each mod entity.

 

int entityIndex = 0;
EntityRegistry.registerModEntity(EntityMyItem.class, "MyItem", entityIndex++, this, 64, 10, true);
EntityRegistry.registerModEntity(EntityMySecondItem.class, "MySecondItem", entityIndex++, this, 64, 10, true);

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