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Featured Replies

Posted

hello, i am making an Anglerfish, i want him to give light, i copied the code from RenderSpider, but it is not working.

what am i doing wrong:

package com.Angler.common;

 

import net.minecraft.client.renderer.OpenGlHelper;

import net.minecraft.client.renderer.entity.RenderLiving;

import net.minecraft.entity.Entity;

import net.minecraft.entity.EntityLivingBase;

import net.minecraft.util.ResourceLocation;

import cpw.mods.fml.common.registry.EntityRegistry;

import cpw.mods.fml.relauncher.Side;

import cpw.mods.fml.relauncher.SideOnly;

 

import org.lwjgl.opengl.GL11;

 

@SideOnly(Side.CLIENT)

public class RenderAnglerFish extends RenderLiving

{

    private static final ResourceLocation AnglerFishTexture = new ResourceLocation("angler:textures/entity//AnglerFish/AnglerFish.png");

    private static final ResourceLocation AnglerFishGlowTexture = new ResourceLocation("angler:textures/entity/AnglerFish/AnglerFishGlow.png");

   

    protected ModelAnglerFish model;

    private float scale;

 

    public RenderAnglerFish(ModelAnglerFish par1ModelBase, float par2, float par3)

    {

        super(par1ModelBase, par2 * par3);

        model = (ModelAnglerFish)mainModel;

        this.scale = par3;

    }

 

    protected ResourceLocation getAnglerFishTextures(EntityAnglerFish entityAnglerFish)

    {

      return AnglerFishTexture;

    }

   

    protected void preRenderCallback(EntityLivingBase par1EntityLivingBase, float par2)

    {

        this.preRenderScale((EntityAnglerFish)par1EntityLivingBase, par2);

    }

   

    protected void preRenderScale(EntityAnglerFish par1EntityAnglerFish, float par2)

    {

        GL11.glScalef(this.scale, this.scale, this.scale);

    }

   

    protected int shouldRenderPass(EntityAnglerFish par1EntityAnglerFish, int par2, float par3)

    {

        if (par2 != 0)

        {

            return -1;

        }

        else

        {

            this.bindTexture(AnglerFishGlowTexture);

            float f1 = 1.0F;

            GL11.glEnable(GL11.GL_BLEND);

            GL11.glDisable(GL11.GL_ALPHA_TEST);

            GL11.glBlendFunc(GL11.GL_ONE, GL11.GL_ONE);

            GL11.glDisable(GL11.GL_LIGHTING);

 

            if (par1EntityAnglerFish.isInvisible())

            {

                GL11.glDepthMask(false);

            }

            else

            {

                GL11.glDepthMask(true);

            }

 

            char c0 = 61680;

            int j = c0 % 65536;

            int k = c0 / 65536;

            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j / 1.0F, (float)k / 1.0F);

            GL11.glEnable(GL11.GL_LIGHTING);

            GL11.glColor4f(1.0F, 1.0F, 1.0F, f1);

            return 1;

        }

    }

 

 

@Override

protected ResourceLocation getEntityTexture(Entity entity) {

 

return this.getAnglerFishTextures((EntityAnglerFish)entity);

}

}

 

 

 

do i need something in the Entity file?, pleas help me!

Thanks!

 

saxon564, I think he is trying to do something different.

 

It looks like he is trying to render light, not actaully have light.

Long time Bukkit & Forge Programmer

Happy to try and help

  • Author

delpi is right i just want the anglerfish is glowing their eyes, just like spider eyes and enderman eyes

anyway, thanks for helping

oh, my bad. But looking at your code this bit catches my eye:

angler:textures/entity//AnglerFish/AnglerFish.png

do you see the problem there?

  • Author

oh, yes

but it doesnt make sense when i change it, and the texture of the anglerfish itself is working

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