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Featured Replies

Posted

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

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/

  • 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

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/

  • 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

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.

  • 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))))));
    }

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