Jump to content

Recommended Posts

Posted

Hello everyone. I have a customly rendered table, and I am trying to figure out how to connect two tables if they are placed next to each other, similar to a fence or iron bar. I haven't seen much on how to do this, but I think I have it half done. The table that I place down next to it will update it's model accordingly, but the other one that is already there won't.

 

Here are some screenshots of the situation:

 

Tables when not connected:

 

1s5aqkC.png

 

 

Tables when connected:

 

tWibAPk.png

 

 

As you can see, the other two adjacent tables are not updating their model, even though they should be.

 

So I guess I have two questions:

1. How can I change a currently existing block's model?

2. If I'm doing this the complete wrong way, what is the best way of doing it?

 

Here is some of the code that I currently have:

 

BlockTable:

 

package com.ectowarrior.ectosessentials.block;
import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;
import com.ectowarrior.ectosessentials.lib.References;
import com.ectowarrior.ectosessentials.tileentity.TileEntityTable;
import com.sun.xml.internal.bind.v2.runtime.unmarshaller.XsiNilLoader.Array;
public class BlockTable extends BlockContainer {

public TileEntityTable table = new TileEntityTable();

public BlockTable(Material material) {
super(material);
setBlockName("table");
setBlockTextureName(References.MODID + ":" + "table");
setHardness(1F);
setStepSound(soundTypeWood);
setCreativeTab(CreativeTabs.tabBlock);
}

public TileEntity createNewTileEntity(World world, int i) {
     table = new TileEntityTable();
     return table;
}

@Override
public int getRenderType() {
     return -1;
}

@Override
public boolean isOpaqueCube() {
     return false;
}

@Override
public boolean renderAsNormalBlock() {
     return false;
}

public static TileEntity[] getAdjacentTileEntities(World world, int x, int y, int z) {
     System.out.println("Block Coords: " + x + ", " + y + ", " + z);
TileEntity[] tileEntity = new TileEntity[6];
tileEntity[0] = world.getTileEntity(x - 1, y, z);
tileEntity[1] = world.getTileEntity(x, y - 1, z);
tileEntity[2] = world.getTileEntity(x, y, z - 1);
tileEntity[3] = world.getTileEntity(x + 1, y, z);
tileEntity[4] = world.getTileEntity(x, y + 1, z);
tileEntity[5] = world.getTileEntity(x, y, z + 1);
// for(int i = 0; i < tileEntity.length; i++)
// System.out.println(tileEntity[i]);
return tileEntity;
}

public void UpdateModel(World world, int x, int y, int z) {
     TileEntity[] tileEntity = getAdjacentTileEntities(world, x, y, z);
     if (tileEntity[0] != null && tileEntity[0] instanceof TileEntityTable) { //-x
         table.renderLeg00 = false;
         table.renderLeg01 = false;
         System.out.println("Disabled legs in the negative x direction.");
     }
     if (tileEntity[2] != null && tileEntity[2] instanceof TileEntityTable) { //-z
         table.renderLeg01 = false;
         table.renderLeg11 = false;
         System.out.println("Disabled legs in the negative z direction.");
     }
     if (tileEntity[3] != null && tileEntity[3] instanceof TileEntityTable) { //+x
         table.renderLeg10 = false;
         table.renderLeg11 = false;
         System.out.println("Disabled legs in the positive x direction.");
     }
     if (tileEntity[5] != null && tileEntity[5] instanceof TileEntityTable) { //+z
         table.renderLeg00 = false;
         table.renderLeg10 = false;
         System.out.println("Disabled legs in the positive z direction.");
     }
}

@Override
public void onNeighborBlockChange(World world, int x, int y, int z, Block neighbor) {
     super.onNeighborBlockChange(world, x, y, z, neighbor);
     if(neighbor instanceof BlockTable) {
     System.out.println(neighbor + " has has changed. Changing model...");
     UpdateModel(world, x, y, z);
     }
}

@Override
public void onBlockAdded(World world, int x, int y, int z) {
     super.onBlockAdded(world, x, y, z);
     UpdateModel(world, x, y, z);
    
}
@Override
public void breakBlock(World world, int x, int y, int z, Block block, int metadata) {
     super.breakBlock(world, x, y, z, block, metadata);
     UpdateModel(world, x, y, z);
}

@Override
public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int p_149727_6_, float p_149727_7_, float p_149727_8_, float p_149727_9_) {
UpdateModel(world, x, y, z);
     return false;
}
}

 

 

ModelTable:

 

package com.ectowarrior.ectosessentials.model;
import com.ectowarrior.ectosessentials.tileentity.TileEntityTable;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
public class ModelTable extends ModelBase
{
//fields
ModelRenderer Leg1;
ModelRenderer Leg2;
ModelRenderer Leg3;
ModelRenderer Leg4;
ModelRenderer Board1;
ModelRenderer Top;
ModelRenderer Board2;
ModelRenderer Board3;
ModelRenderer Board4;

public ModelTable()
{
textureWidth = 64;
textureHeight = 64;

     Leg1 = new ModelRenderer(this, 0, 0);
     Leg1.addBox(0F, 0F, 0F, 2, 15, 2);
     Leg1.setRotationPoint(6F, 9F, 6F);
     Leg1.setTextureSize(64, 64);
     Leg1.mirror = true;
     setRotation(Leg1, 0F, 0F, 0F);
     Leg2 = new ModelRenderer(this, 0, 0);
     Leg2.addBox(0F, 0F, 0F, 2, 15, 2);
     Leg2.setRotationPoint(6F, 9F, -8F);
     Leg2.setTextureSize(64, 64);
     Leg2.mirror = true;
     setRotation(Leg2, 0F, 0F, 0F);
     Leg3 = new ModelRenderer(this, 0, 0);
     Leg3.addBox(0F, 0F, 0F, 2, 15, 2);
     Leg3.setRotationPoint(-8F, 9F, 6F);
     Leg3.setTextureSize(64, 64);
     Leg3.mirror = true;
     setRotation(Leg3, 0F, 0F, 0F);
     Leg4 = new ModelRenderer(this, 0, 0);
     Leg4.addBox(0F, 0F, 0F, 2, 15, 2);
     Leg4.setRotationPoint(-8F, 9F, -8F);
     Leg4.setTextureSize(64, 64);
     Leg4.mirror = true;
     setRotation(Leg4, 0F, 0F, 0F);
     Board1 = new ModelRenderer(this, 0, 0);
     Board1.addBox(0F, 0F, 0F, 12, 2, 1);
     Board1.setRotationPoint(-6F, 9F, 6F);
     Board1.setTextureSize(64, 64);
     Board1.mirror = true;
     setRotation(Board1, 0F, 0F, 0F);
     Top = new ModelRenderer(this, 0, 0);
     Top.addBox(0F, 0F, 0F, 16, 1, 16);
     Top.setRotationPoint(-8F, 8F, -8F);
     Top.setTextureSize(64, 64);
     Top.mirror = true;
     setRotation(Top, 0F, 0F, 0F);
     Board2 = new ModelRenderer(this, 0, 0);
     Board2.addBox(0F, 0F, 0F, 12, 2, 1);
     Board2.setRotationPoint(-6F, 9F, -7F);
     Board2.setTextureSize(64, 64);
     Board2.mirror = true;
     setRotation(Board2, 0F, 0F, 0F);
     Board3 = new ModelRenderer(this, 0, 0);
     Board3.addBox(0F, 0F, 0F, 1, 2, 12);
     Board3.setRotationPoint(6F, 9F, -6F);
     Board3.setTextureSize(64, 64);
     Board3.mirror = true;
     setRotation(Board3, 0F, 0F, 0F);
     Board4 = new ModelRenderer(this, 0, 0);
     Board4.addBox(0F, 0F, 0F, 1, 2, 12);
     Board4.setRotationPoint(-7F, 9F, -6F);
     Board4.setTextureSize(64, 64);
     Board4.mirror = true;
     setRotation(Board4, 0F, 0F, 0F);
}

public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5, TileEntityTable table)
{
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5, entity);
if(table != null && table.renderLeg00 == true)
     Leg1.render(f5);
if(table != null && table.renderLeg01 == true)
     Leg2.render(f5);
if(table != null && table.renderLeg10 == true)
     Leg3.render(f5);
if(table != null && table.renderLeg11 == true)
     Leg4.render(f5);
Board1.render(f5);
Top.render(f5);
Board2.render(f5);
Board3.render(f5);
Board4.render(f5);
}

private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}

public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
}
}

 

 

TileEntityTable:

 

package com.ectowarrior.ectosessentials.tileentity;
import com.ectowarrior.ectosessentials.model.ModelTable;
import com.ectowarrior.ectosessentials.renderer.tileentity.TileEntityTableRenderer;
import net.minecraft.tileentity.TileEntity;
public class TileEntityTable extends TileEntity {
public ModelTable model;
public TileEntityTableRenderer renderer;
public boolean renderLeg00 = true;
public boolean renderLeg01 = true;
public boolean renderLeg10 = true;
public boolean renderLeg11 = true;
}

 

 

TileEntityTableRenderer:

 

package com.ectowarrior.ectosessentials.renderer.tileentity;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;
import org.lwjgl.opengl.GL11;
import com.ectowarrior.ectosessentials.lib.References;
import com.ectowarrior.ectosessentials.model.ModelTable;
import com.ectowarrior.ectosessentials.tileentity.TileEntityTable;
public class TileEntityTableRenderer extends TileEntitySpecialRenderer {
private final ModelTable model;

public TileEntityTableRenderer() {
model = new ModelTable();
}

private void adjustRotatePivotViaMeta(World world, int x, int y, int z) {
     int meta = world.getBlockMetadata(x, y, z);
     GL11.glPushMatrix();
     GL11.glRotatef(meta * (-90), 0.0F, 0.0F, 1.0F);
     GL11.glPopMatrix();
}
public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
     TileEntityTable table = (TileEntityTable)te;
     table.model = model;
    
GL11.glPushMatrix();
     GL11.glTranslatef((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F);
     ResourceLocation textures = (new ResourceLocation(References.MODID + ":" + "textures/blocks/table.png"));
     GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
     bindTexture(textures);
    
     GL11.glPushMatrix();    
     model.render(null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F, (TileEntityTable)te);
     GL11.glPopMatrix();
    
     GL11.glPopMatrix();
}

private void adjustLightFixture(World world, int i, int j, int k, Block block) {
     Tessellator tess = Tessellator.instance;
     float brightness = block.getMixedBrightnessForBlock(world, i, j, k);
     int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
     int modulousModifier = skyLight % 65536;
     int divModifier = skyLight / 65536;
     tess.setColorOpaque_F(brightness, brightness, brightness);
     OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) modulousModifier, divModifier);
}

}

 

 

Thanks in advance for any help.

Posted

Hi

 

Personally, I would do this completely without TileEntities, just using Blocks and Metadata.  There are quite a few vanilla examples of this (fence, for example, like you said, or panes).  Whenever a block is placed or destroyed, it  makes a call to all its neighbors (I forget which method but it's easy to spot) so that they can update their metadata and change their displayed texture.

 

You can do the same thing with TileEntities too (just trigger the model change from the block update-my-neighbor method), but I suspect you don't need them.

 

-TGG

 

PS your method UpdateModel should be updateModel, otherwise it looks like a constructor.

 

 

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • https://forums.minecraftforge.net/topic/157393-1201-forge-rocket-flame-particle-trail-moves-up-and-crashes-into-the-rocket-during-flight/#comment-584134
    • https://mclo.gs/bjf9fqs The link is the logs from modrinth  
    • "I want to understand how complex mods with ASM transformation and coremods work, such as Xray or AntiXray. Why do they break when you simply rename packages? What features of their architecture make refactoring difficult? And what techniques are used to protect these mods? I am interested in technical aspects in order to better understand the bytecode and Forge loader system."
    • I can't figure out if you're looking for help trying to steal someone elses work, or cheat at the game....
    • Title: Why Is It So Hard to Rename and Restructure Mods Like Xray or AntiXray? 🤔 Post text: Hey everyone! I’ve been digging into Minecraft modding for a while and have one big question that I can’t figure out on my own. Maybe someone with more experience could help or give me some advice. Here’s the issue: When I take a “normal” Minecraft mod — for example, one that just adds some blocks or new items — I can easily change its structure, package names, or even rebrand it entirely. It’s straightforward. But as soon as I try this with cheat-type mods like XrayMod or AntiXray, everything falls apart. Even if I just rename the classes, refactor the packages, or hide its identity somehow, the mod either breaks or stops working properly. XrayMod in particular is proving to be a nightmare to modify without losing its core function. So my question is — why is this so much harder with cheat mods like Xray? Is there something fundamentally different about how they’re coded, loaded, or protected that prevents simple renaming or restructuring? And if so, how can I actually learn to understand someone else’s cheat mod enough to safely refactor it without breaking the core features? I’ve already been spending over two months trying to figure this out and haven’t gotten anywhere. It feels like there must be some trick or knowledge I’m missing. Would really appreciate any thoughts, tips, or references — maybe there are guides or techniques for understanding cheat-mod internals? Or if you’ve successfully “disguised” a cheat mod like Xray before, I’d love to hear how you did it. Thanks in advance for any help or discussion. ✌️
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.