Posted April 29, 201411 yr Hi there wondering if someone can help. i made a model block with a techne model. its works fine. but problem is when i try to add a icon to the block the icon overlaps the rendered block and doesnt work as the icon. I'm happy to show code if required. regards Jeremy
April 29, 201411 yr Do you want to add a icon so that the particles are correct, or do you actually want it to render the icon at the side of the block? Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
April 29, 201411 yr Author i want to render the icon in the inventory not on the block as i have a render model already on the block which is working fine.. at the moment if i set public void registerIcons(IconRegister IconRegister){ blockIcon = IconRegister.registerIcon(Basicinfo.ID.toLowerCase() + ":lighthanging"); } it overlaps the blcoks rendered texture. and in the invertory it shows a block which the icon i wanted. but not icon only. i can show screen shot if need be
April 29, 201411 yr Look in the block class for the method 'shouldSideBeRendered()' and overridetat method to return false. That way the block doesn't render the icon in the world, but it is in the inventory. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
April 30, 201411 yr Author i found this @SideOnly(Side.CLIENT) /** * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given * coordinates. Args: blockAccess, x, y, z, side */ public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { return par5 == 0 && this.minY > 0.0D ? true : (par5 == 1 && this.maxY < 1.0D ? true : (par5 == 2 && this.minZ > 0.0D ? true : (par5 == 3 && this.maxZ < 1.0D ? true : (par5 == 4 && this.minX > 0.0D ? true : (par5 == 5 && this.maxX < 1.0D ? true : !par1IBlockAccess.isBlockOpaqueCube(par2, par3, par4)))))); } i put it in with a override and ran with no success and i couldnt find anything about overridetat
April 30, 201411 yr Look in the block class for the method 'shouldSideBeRendered()' and overridetat method to return false. That way the block doesn't render the icon in the world, but it is in the inventory. Above is a spelling fail! The words are actually, "override that". Please read it again the proper way. -S- (if I helped, please click Thank and applaud) http://6upnqa.dm2301.livefilestore.com/y2mtf-vG7Tqq1TiiVpIm53KWj7294NDPoHfSHHb4PzZiMAUfRCfK0UY0MwOu7Q3zTBNVTKqWjr2-xgBfFRpQT5p-QivtvknPpoABMNUw9br9WuZcBFkjePhnAbW500gVm-P/sequiturian.png[/img]
May 1, 201411 yr Author sequituri do you mean this? @override @SideOnly(Side.CLIENT) /** * Returns true if the given side of this block type should be rendered, if the adjacent block is at the given * coordinates. Args: blockAccess, x, y, z, side */ public boolean shouldSideBeRendered(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { return par5 == 0 && this.minY > 0.0D ? true : (par5 == 1 && this.maxY < 1.0D ? true : (par5 == 2 && this.minZ > 0.0D ? true : (par5 == 3 && this.maxZ < 1.0D ? true : (par5 == 4 && this.minX > 0.0D ? true : (par5 == 5 && this.maxX < 1.0D ? true : !par1IBlockAccess.isBlockOpaqueCube(par2, par3, par4)))))); }
May 1, 201411 yr Take that method and return false. Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
May 3, 201411 yr Use an ISBRH in conjunction with your TESR. Please. Then you can specialize the rendering in the renderInventoryBlock method.
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