BourgeoisArab Posted September 21, 2014 Posted September 21, 2014 I am trying to create my own cauldron block, of sorts, which you can fill and empty with water buckets. I'd like the water level to render with its texture animated, like normal water blocks in the game. I was hoping to do it with the mcmeta files, like with normal blocks but that doesn't work. In-game it just looks like this (it makes me feel nauseous, just looking at it): https://www.dropbox.com/s/57tmveohzfw2jvr/2014-09-21_20.13.25.png?dl=0 I am quite new to modding, so if there is a whole better way of doing this, please tell me. I'd be grateful for any advice. Cauldron model class: package jakoubeck503.alchemicalinstillation.common.renderer.model; import jakoubeck503.alchemicalinstillation.AlchemicalInstillation; import jakoubeck503.alchemicalinstillation.common.tileentity.TEBrewingCauldron; import net.minecraft.client.model.ModelBase; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.model.AdvancedModelLoader; import net.minecraftforge.client.model.IModelCustom; import net.minecraftforge.fluids.FluidRegistry; import org.lwjgl.opengl.GL11; import cpw.mods.fml.client.FMLClientHandler; public class ModelBrewingCauldron extends ModelBase { private float SF = 0.0625F; private IModelCustom modelCauldron; private IModelCustom modelFluidLevel; public ModelBrewingCauldron() { modelCauldron = AdvancedModelLoader.loadModel(new ResourceLocation( AlchemicalInstillation.modid + ":models/modelBrewingCauldron.obj")); modelFluidLevel = AdvancedModelLoader.loadModel(new ResourceLocation( AlchemicalInstillation.modid + ":models/modelFluidLevel.obj")); } public void renderCauldron() { modelCauldron.renderAll(); } public void renderFluidLevel() { modelFluidLevel.renderAll(); } public void renderCauldron(TEBrewingCauldron cauldron, double x, double y, double z) { GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y, (float) z + 0.5F); GL11.glScalef(SF, SF, SF); ResourceLocation texture = new ResourceLocation(AlchemicalInstillation.modid + ":textures/model/cauldronModelTexture.png"); FMLClientHandler.instance().getClient().renderEngine.bindTexture(texture); this.renderCauldron(); GL11.glPopMatrix(); } public void renderFluidLevel(TEBrewingCauldron cauldron, double x, double y, double z) { GL11.glPushMatrix(); int level = cauldron.getFluidAmount(); if (level>0) { GL11.glTranslatef((float) x + 0.5F, (float) (y + 0.3125 + level/(1.6*cauldron.getCapacity())), (float) z + 0.5F); GL11.glScalef(SF, SF, SF); if (cauldron.getFluid()==FluidRegistry.WATER) { ResourceLocation texture = new ResourceLocation("minecraft:textures/blocks/water_still.png"); FMLClientHandler.instance().getClient().renderEngine.bindTexture(texture); } else { ResourceLocation texture = new ResourceLocation(AlchemicalInstillation.modid + ":textures/blocks/potion.png"); FMLClientHandler.instance().getClient().renderEngine.bindTexture(texture); } this.renderFluidLevel(); } GL11.glPopMatrix(); } } Cauldron renderer class: package jakoubeck503.alchemicalinstillation.common.renderer; import org.lwjgl.opengl.GL11; import jakoubeck503.alchemicalinstillation.common.renderer.model.ModelBrewingCauldron; import jakoubeck503.alchemicalinstillation.common.tileentity.TEBrewingCauldron; import net.minecraft.client.renderer.entity.RenderItem; import net.minecraft.client.renderer.entity.RenderManager; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; public class RendererBlockBrewingCauldron extends TileEntitySpecialRenderer { private ModelBrewingCauldron model = new ModelBrewingCauldron(); private final RenderItem customRenderItem; public RendererBlockBrewingCauldron() { customRenderItem = new RenderItem(); customRenderItem.setRenderManager(RenderManager.instance); } public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) { model.renderCauldron((TEBrewingCauldron) tileEntity, x, y, z); model.renderFluidLevel((TEBrewingCauldron) tileEntity, x, y, z); } } Quote
Busti Posted September 21, 2014 Posted September 21, 2014 Render the water texture after you rendered the cauldron with your personal texture also after the last GL11.glPopMatrix(); and use the default, already registered water texture. You can access those textures by binding the default texture atlas to the render engine and using the water IIcon to get its UV coordinates which you then use in the model / tessellator. You can bind the default block texture like this: engine().bindTexture(TextureMap.locationBlocksTexture); And here is the water IIcon: IIcon iicon = BlockLiquid.getLiquidIcon("water_still"); You can also use the registerIcons() method in your block class to register your personal texture and use it in a similar way then. It can also have animations using that method. The reg.registerIcon(path) method returns an IIcon. Quote PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.
BourgeoisArab Posted September 22, 2014 Author Posted September 22, 2014 How do I use the water IIcon to get the UV coordinates? Quote
BourgeoisArab Posted September 22, 2014 Author Posted September 22, 2014 Sorry for being unclear. I meant how do I use those coordinates to tell the render engine what part of the atlas to use? Sorry if these are stupid questions; I only started modding 2 weeks ago. Quote
Busti Posted September 22, 2014 Posted September 22, 2014 You could use the Cauldron renderer in RenderBlocks as an example... Just make a text search for it... Quote PM's regarding modding questions should belong in the Modder Support sub-forum and won't be answered.
BourgeoisArab Posted September 24, 2014 Author Posted September 24, 2014 Alright, I've somehow managed to slap it together in a way that works from the RenderBlocks class. I'm happy with it for now; thank you so much, guys! Quote
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