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[1.7.2] Custom Block texture won't render properly


Electrobob99

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Basically, with the current mod I am trying to port, which is "Rise of the Automatons", I've hit a bit of a snag. Basically one of the blocks added won't render properly. Based on the old code it seems he was able to render it within one class, but it doesn't seem to work. Ironically I utilized similar processes for another block and it rendered exactly. Here is the unported code, and current code. I know some of the current code may be redundant, but It shall be cleaned up.

Unported:

 

public class AM_BlockGlow extends Block
{

    protected AM_BlockGlow(int i, int j)
    {
        super(i, j, Material.glass);
  float f = 0.1875F;
float f2 = 1F-f;
this.setBlockBounds(f,0,f,f2,1F-0.5F,f2);
if(j==AutomatonLogger.glowy){
loadSprites1();
}else{
loadSprites2();
}
       
    }
/*public int idDropped(int i, Random random)
{
return Item.energy.shiftedIndex;
}*/


    public int D[];
//public static int E[]={1,1};
public void loadSprites1(){

D=new int[2];
D[0]=AutomatonUniversal.modOverride("/terrain.png", "/automatons/crystal1.png");
D[1]=AutomatonUniversal.modOverride("/terrain.png", "/automatons/crystal2.png");
blockIndexInTexture=D[0];


/*E=new int[2];
E[0]=D[0];
E[1]=D[1];*/
}
public void loadSprites2(){
D=new int[2];
D[0]=AutomatonUniversal.modOverride("/terrain.png", "/automatons/glowy1.png");
D[1]=AutomatonUniversal.modOverride("/terrain.png", "/automatons/glowy2.png");
blockIndexInTexture=D[0];


}

    public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int i, int j, int k)
    {
        float f = 0.25F;
        return AxisAlignedBB.getBoundingBoxFromPool((float)i + f, j, (float)k + f, (float)(i + 1) - f, (float)(j + 0.5F), (float)(k + 1) - f);
    }

    public AxisAlignedBB getSelectedBoundingBoxFromPool(World world, int i, int j, int k)
    {
        float f = 0.25F;
        return AxisAlignedBB.getBoundingBoxFromPool((float)i + f, j, (float)k + f, (float)(i + 1) - f, (float)(j + 0.5F), (float)(k + 1) - f);
    }


    public int getBlockTextureFromSide(int i)
    {


if(i <=1 )
        {
            return D[1];
        } else
        {
            return D[0];
        }

        
    }


    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public boolean isOpaqueCube()
    {
        return false;
    }

    public int getRenderType()
    {
        return 13;
    }

    public boolean canPlaceBlockAt(World world, int i, int j, int k)
    {
        if(!super.canPlaceBlockAt(world, i, j, k))
        {
            return false;
     } else
      {
         return canBlockStay(world, i, j, k);
     }
  }


    public boolean canBlockStay(World world, int i, int j, int k)
    {

        if(world.getBlockMaterial(i, j-1, k ).isSolid())
        {
            return true;
        } else
        {
            return false;
        }
    }

}

 

 

Current:

 

public class AM_Shard extends Block {


@SideOnly(Side.CLIENT)
private IIcon[] texture;

public static String block1;
public static String block2;
public static String block3;
public static String block4;
public int D[] = {27, 28};

final static String[] subBlocks = new String[] {block1, block2};

public AM_Shard(String name1, String name2) {
	super(Material.rock);
	block1 = name1;
	block2 = name2;
	this.setCreativeTab(AM_CreativeTabs.tabBlock);
	this.setHarvestLevel("pickaxe", 2);
	this.setHardness(4.5F);
	this.setStepSound(Block.soundTypeStone);
	float f = 0.1875F;
	float f2 = 1F - f;
	this.setBlockBounds(f, 0F, f, f2, 1-0.5F, f2);
	this.loadSprites(27, 28);

}

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

@Override
public int getRenderType() {
	return 13;
}

public Block loadSprites(int i, int j) {
	this.D[0] = i;
	this.D[1] = j;
	return this;
}

@Override
public AxisAlignedBB getSelectedBoundingBoxFromPool(World par1World, int i, int j, int k) {

	float f = 0.25F;
	return AxisAlignedBB.getBoundingBox((float) i + f, j, (float) k + f, (float) (i + 1) - f, (float) (j + 0.5F), (float) (k + 1) - f);
}

@Override
public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int i, int j, int k) {

	float f = 0.25F;
	return AxisAlignedBB.getBoundingBox((float) i + f, j, (float) k + f, (float) (i + 1) - f, (float) (j + 0.5F), (float) (k + 1) - f);
}

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


@SideOnly(Side.CLIENT)
@Override
public void registerBlockIcons(IIconRegister iconRegister){
	texture = new IIcon[subBlocks.length];

	for(int i = 0; i < subBlocks.length; i++){
		texture[0] = iconRegister.registerIcon(Strings.MODID + ":" + "crystal2");
		texture[1] = iconRegister.registerIcon(Strings.MODID + ":" + "crystal1");


	}
}

@SideOnly(Side.CLIENT)
public void getSubBlocks(Item block, CreativeTabs creativeTabs, List list){

	for(int i = 0; i < subBlocks.length; i++){
		list.add(new ItemStack(this, 1, i));
	}
}

@SideOnly(Side.CLIENT)
@Override
public IIcon getIcon(int side, int meta){
	{
		if(side == 0 || side == 1){
			return texture[1];
		}
		else{
			return texture[0];
		}
	}
}

public int damageDropped(int meta){
	return meta;
}


}

 

So any help here on why it's not rendering correctly?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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First of all remove that "loadSprites" stuff (and everything related to it). It's from the old ModLoader days. Please define what you mean by "don't render properly".

Ok, the loadsprites stuff I mentioned as "Redundant". But on the topic of what I mean is this:

 

 

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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Well, I'm trying to keep it similar to the old code, besides I have no idea what one would work, since the ones I've tested before still give the same results as the cactus one.

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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If you don't override getRenderType at all, what does it look like?

Ok I completely removed getRenderType, and it now looks like how it looked with a render type :( I even saved and double checked

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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Hrm, that is weird. Are you sure you didn't screw up the texture?

Hmm, I didn't think so, because I've been using code and textures that were used before by the original modder. I can bring up it's old github repository, linked below.

https://github.com/Aninon/Automatons

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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Oh god, that's ... a mess. "Let me just include allll the files in this repo..." Yay.

Again: I really can't see anything in your code that would cause this, except a broken texture (or maybe your block bounds).

Hmm, I'd assume that I either adjust the pixel locations in the texture file until it reads it correctly, or change the block bounds.

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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Ok I feel stupid now, found the problem, throughout the coding process I seemed to have misnamed the textures, and used the top texture as the side texture. *facepalm That's why it messed up xD

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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