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[SOLVED] [1.7.2] Custom leaves always render in fancy graphic


JimiIT92

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Hi guys :D I wanna ask you how to render my custom leaves in fast graphic too, like the normal leafes?

 

Here is my BlockLeafMod file:


package mod.mineworld.blocks.mod_plants;


import java.util.List;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import mod.mineworld.MineWorld;
import mod.mineworld.mod_tabs;
import net.minecraft.block.BlockLeaves;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.init.Items;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class BlockLeafMod extends BlockLeaves
{
    public static final String[][] leaf_names = new String[][] {{"leaves_apple", "leaves_palm"}, {"leaves_apple_opaque", "leaves_palm_opaque"}};
    public static final String[] leaf_types = new String[] {"apple", "palm"};
    protected IIcon[][] icon = new IIcon[2][];
    
    public BlockLeafMod()
    {
        this.setCreativeTab(mod_tabs.tabPlantsDecorations);
        this.setHardness(0.2F);
        this.setLightOpacity(1);
        this.setStepSound(soundTypeGrass);
        this.setTickRandomly(true);
    }
    

    protected void dropBlockAsItemWithChance(World par1, int par2, int par3, int par4, int par5, int par6)
    {
        if ((par5 & 3) == 0 && par1.rand.nextInt(par6) == 0)
        {
            this.dropBlockAsItem(par1, par2, par3, par4, new ItemStack(Items.apple, 1, 0));
        }
    }

    protected int func_150123_b(int par1)
    {
        int j = super.func_150123_b(par1);

        if ((par1 & 3) == 3)
        {
            j = 40;
        }

        return j;
    }

    /**
     * Gets the block's texture. Args: side, meta
     */
    @SideOnly(Side.CLIENT)
    public IIcon getIcon(int par1, int par2)
    {
        return (par2 & 3) == 1 ? this.icon[this.field_150127_b][1] : ((par2 & 3) == 3 ? this.icon[this.field_150127_b][3] : ((par2 & 3) == 2 ? this.icon[this.field_150127_b][2] : this.icon[this.field_150127_b][0]));
    }

    @SideOnly(Side.CLIENT)
    @Override
    public void registerBlockIcons(IIconRegister par1)
    {
    	setGraphicsLevel(Minecraft.getMinecraft().gameSettings.fancyGraphics);
    	for (int i = 0; i < leaf_names.length; ++i)
        {
            this.icon[i] = new IIcon[leaf_names[i].length];

            for (int j = 0; j < leaf_names[i].length; ++j)
            {
                this.icon[i][j] = par1.registerIcon(MineWorld.MODID + ":mod_plants/" + leaf_names[i][j]);
            }
        }
    }

    public String[] func_150125_e()
    {
        return leaf_types;
    }
    
    /**
     * returns a list of blocks with the same ID, but different meta (eg: wood returns 4 blocks)
     */
    @SideOnly(Side.CLIENT)
    public void getSubBlocks(Item par1, CreativeTabs par2, List par3)
    {
        par3.add(new ItemStack(par1, 1, 0));
        par3.add(new ItemStack(par1, 1, 1));
    }

    /**
     * Returns an item stack containing a single instance of the current block type. 'i' is the block's subtype/damage
     * and is ignored for blocks which do not support subtypes. Blocks which cannot be harvested should return null.
     */
    protected ItemStack createStackedBlock(int par1)
    {
        return new ItemStack(this, 1, par1 & 3);
    }
    
    /**
     * Is this block (a) opaque and (b) a full 1m cube?  This determines whether or not to render the shared face of two
     * adjacent blocks and also whether the player can attach torches, redstone wire, etc to this block.
     */
    public boolean isOpaqueCube()
    {
    	return false;
    }
    

}

 

and the ItemLeaf file:

package mod.mineworld.blocks.mod_plants;

import net.minecraft.block.Block;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;

public class ItemLeaf extends ItemBlock {

private final static String[] subNames = {
	"apple", "palm"
};

public ItemLeaf(Block id) {
	super(id);
	setHasSubtypes(true);
}

@Override
public int getMetadata (int damageValue) {
	return damageValue;
}

@Override
public String getUnlocalizedName(ItemStack itemstack) {
	return getUnlocalizedName() + "." + subNames[itemstack.getItemDamage()];
}

}

 

Thanks in advice for all who will help me :D

Don't blame me if i always ask for your help. I just want to learn to be better :)

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Just add this line to the

getIcon()

method:

 

this.setGraphicsLevel(Minecraft.getMinecraft().gameSettings.fancyGraphics);

 

It should look like this:

 

    @SideOnly(Side.CLIENT)
    public IIcon getIcon(int par1, int par2)
    {
        this.setGraphicsLevel(Minecraft.getMinecraft().gameSettings.fancyGraphics);

        return (par2 & 3) == 1 ? this.icon[this.field_150127_b][1] : ((par2 & 3) == 3 ? this.icon[this.field_150127_b][3] : ((par2 & 3) == 2 ? this.icon[this.field_150127_b][2] : this.icon[this.field_150127_b][0]));
    }

 

P.S.: I also had the same problem, a few days ago: [1.7.2] [solved] Custom Leaves always render transparent

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I've add that line in the registerIcon method, not in the getIcon method, now i've changed it and placed it in the right place and it works! :D Thanks man! ;)

Don't blame me if i always ask for your help. I just want to learn to be better :)

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