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Custom models for tile entitys?


TrollTaylor

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Im fairly new to modding but im trying to use a model for a tile entity but i used this code but it wont work here is where i got it from http://www.minecraftforge.net/wiki/Rendering_a_Techne_Model_as_a_Block

Here is my code

Block Class:

package me.trolltaylor;

import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.World;

public class BlockTileEntity extends BlockContainer 
{

        public BlockTileEntity (Material material) 
        {
         
        	super(material);
        	
        }

        //You don't want the normal render type, or it wont render properly.
        @Override
        public int getRenderType() {
                return -1;
        }
        
        //It's not an opaque cube, so you need this.
        @Override
        public boolean isOpaqueCube() {
                return false;
        }
        
        //It's not a normal block, so you need this too.
        public boolean renderAsNormalBlock() {
                return false;
        }

	@Override
	public TileEntity createNewTileEntity(World arg0, int arg1) {
		// TODO Auto-generated method stub
		return new TileEntityTank();
	}
        


}

 

TileEntity:

package me.trolltaylor;

import net.minecraft.tileentity.TileEntity;

public class TileEntityE extends TileEntity{



  
}

 

TileEntityRenderer:

package me.trolltaylor.liquid.management.model;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
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.util.ResourceLocation;
import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

public class TileEntityERenderer extends TileEntitySpecialRenderer {
        
        //The model of your block
        private final TileEntityModel model;
        
        public TileEntityERenderer() {
                this.model = new TileEntityModel();
        }
        
        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();
        }
        
        @Override
        public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
        //The PushMatrix tells the renderer to "start" doing something.
                GL11.glPushMatrix();
        //This is setting the initial location.
                GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
        //This is the texture of your block. It's pathed to be the same place as your other blocks here.
                //Outdated bindTextureByName("/mods/roads/textures/blocks/TrafficLightPoleRed.png");
       //Use in 1.6.2  this
                ResourceLocation textures = (new ResourceLocation("lq:textures/blocks/New.png")); 
        //the ':' is very important
        //binding the textures
                Minecraft.getMinecraft().renderEngine.bindTexture(textures);

        //This rotation part is very important! Without it, your model will render upside-down! And for some reason you DO need PushMatrix again!                       
                GL11.glPushMatrix();
                GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
        //A reference to your Model file. Again, very important.
                this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        //Tell it to stop rendering for both the PushMatrix's
                GL11.glPopMatrix();
                GL11.glPopMatrix();
        }

        //Set the lighting stuff, so it changes it's brightness properly.       
        private void adjustLightFixture(World world, int i, int j, int k, Block block) {
                Tessellator tess = Tessellator.instance;
                //float brightness = block.getBlockBrightness(world, i, j, k);
                //As of MC 1.7+ block.getBlockBrightness() has become block.getLightValue():
                float brightness = block.getLightValue(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);
        }
}

 

My Registers and stuff :

    	GameRegistry.registerTileEntity(me.trolltaylor.TileEntityE.class, "tileentitye");
    	GameRegistry.registerBlock(tileentitye, "tileentitye");
        ClientRegistry.bindTileEntitySpecialRenderer(TileEntityE.class, new TileEntityERenderer());

 

My problem is that there is no model and no texture i see a hitbox but there is nothing there

 

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  • 1 month later...

Well...

@Override
public TileEntity createNewTileEntity(World arg0, int arg1) {
    // TODO Auto-generated method stub
    return new TileEntityTank();
}

ClientRegistry.bindTileEntitySpecialRenderer(TileEntityE.class, new TileEntityERenderer());

Here's your problem...

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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