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[1.7.2]Custom Model OBJ render not rendering on block


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Hi guys, can you explain why I can't my custom block obj model rendering?


I used AdvancedModelLoader in the past, and it worked great! But now, since this is one of the worst minecraft version, forge changed the working-on of the AdvanceModelLoader and custom block renderer (blocks and items now doesn't have ID).


Those are my classes:




package thelorizz.test;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import thelorizz.test.blocks.TestBlock;
import thelorizz.test.tileentities.TileEntityTestBlock;
import thelorizz.test.tileentities.TileEntityTestBlockRenderer;
import cpw.mods.fml.client.registry.ClientRegistry;
import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.EventHandler;
import cpw.mods.fml.common.Mod.Instance;
import cpw.mods.fml.common.SidedProxy;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.event.FMLPostInitializationEvent;
import cpw.mods.fml.common.event.FMLPreInitializationEvent;
import cpw.mods.fml.common.registry.GameRegistry;
import cpw.mods.fml.common.registry.LanguageRegistry;

@Mod(modid = TutorialMain.modid, name = "Tutorial Main", version = "Not released yet!")
public class TutorialMain {

public static final String modid = "gm_tutorial";

public static Block testBlock;

public static TutorialMain instance;

@SidedProxy(clientSide = "thelorizz.test.ClientProxy", serverSide = "thelorizz.test.ServerProxy")
public static ServerProxy proxy;

public void onPreInit(FMLPreInitializationEvent e) {

public void onInit(FMLInitializationEvent e) {
	testBlock = new TestBlock(Material.rock);
	GameRegistry.registerBlock(testBlock, "testBlock");
	LanguageRegistry.addName(testBlock, "Test Block");

public void onPostInit(FMLPostInitializationEvent e) {





Just a normal TileEntity's extended class.




package thelorizz.test.tileentities;

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.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

import thelorizz.test.TutorialMain;
import thelorizz.test.models.TestBlockModel;

public class TileEntityTestBlockRenderer extends TileEntitySpecialRenderer {

private TestBlockModel model;

public TileEntityTestBlockRenderer() {
	model = new TestBlockModel();

public void renderTileEntityAt(TileEntity tileEntity, double d, double d1,
		double d2, float f) {
	// This will move our renderer so that it will be on proper place in the
	// world
	GL11.glTranslatef((float) d, (float) d1, (float) d2);
	TileEntityTestBlock tileEntityBlock = (TileEntityTestBlock) tileEntity;
	 * Note that true tile entity coordinates (tileEntity.xCoord, etc) do
	 * not match to render coordinates (d, etc) that are calculated as [true
	 * coordinates] - [player coordinates (camera coordinates)]
	renderBlock(tileEntityBlock, tileEntity.getWorldObj(), tileEntity.xCoord,
			tileEntity.yCoord, tileEntity.zCoord, TutorialMain.testBlock);

// And this method actually renders your tile entity
public void renderBlock(TileEntityTestBlock tl, World world, int i, int j,
		int k, Block block) {
	Tessellator tessellator = Tessellator.instance;
	// This will make your block brightness dependent from surroundings
	// lighting.
	float f = block.getLightOpacity(world, i, j, k);
	int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
	int l1 = l % 65536;
	int l2 = l / 65536;
	tessellator.setColorOpaque_F(f, f, f);
			(float) l1, (float) l2);

	 * This will rotate your model corresponding to player direction that
	 * was when you placed the block. If you want this to work, add these
	 * lines to onBlockPlacedBy method in your block class. int dir =
	 * MathHelper.floor_double((double)((player.rotationYaw * 4F) / 360F) +
	 * 0.5D) & 3; world.setBlockMetadataWithNotify(x, y, z, dir, 0);

	int dir = world.getBlockMetadata(i, j, k);

	GL11.glTranslatef(0.5F, 0, 0.5F);
	// This line actually rotates the renderer.
	GL11.glRotatef(dir * (-90F), 0F, 1F, 0F);
	GL11.glTranslatef(-0.5F, 0, -0.5F);
	 * Place your rendering code here.





package thelorizz.test.models;

import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.AdvancedModelLoader;
import net.minecraftforge.client.model.IModelCustom;

import org.lwjgl.opengl.GL11;

import thelorizz.test.TutorialMain;
import thelorizz.test.tileentities.TileEntityTestBlockRenderer;
import cpw.mods.fml.client.FMLClientHandler;

public class TestBlockModel {

private IModelCustom model;

public TestBlockModel() {
	model = AdvancedModelLoader.loadModel(new ResourceLocation(
			TutorialMain.modid, "models/testObject.obj"));

public void render() {

public void render(TileEntityTestBlockRenderer tileEntity, double x,
		double y, double z) {
	// Push a blank matrix onto the stack

	// Move the object into the correct position on the block (because the
	// OBJ's origin is the center of the object)
	GL11.glTranslatef((float) x + 0.5f, (float) y + 0.5f, (float) z + 0.5f);

	// Scale our object to about half-size in all directions (the OBJ file
	// is a little large)
	GL11.glScalef(1F, 1F, 1F);

	// Bind the texture, so that OpenGL properly textures our block.
	// FMLClientHandler.instance().getClient().renderEngine
	// .bindTexture("/it/resources/textures/testObject.png");

	// Render the object, using modelTutBox.renderAll();

	// Pop this matrix from the stack.





package thelorizz.test.blocks;

import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;
import thelorizz.test.TutorialMain;
import thelorizz.test.tileentities.TileEntityTestBlock;

public class TestBlock extends BlockContainer {

public TestBlock(Material material) {
	// this.setBlockBoundsForItemRender();

public TileEntity createNewTileEntity(World var1, int var2) {
	// TODO Auto-generated method stub
	return new TileEntityTestBlock();

public boolean isOpaqueCube() {
	return false;

public int getRenderType() {
	return -1;
} // where and what to render



And in my ClientProxy, under "onInit()" method, there is:


			TileEntityTestBlock.class, new TileEntityTestBlockRenderer());


Why is this not working? Thanks!

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