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Posted

I am trying to make a mod where one item turns into another and have achieved this with metadata:

 

@Override

public ItemStack onItemRightClick(ItemStack par1itemstack, World par2world, EntityPlayer par3player) {

if (par1itemstack != null && par1itemstack.getItemDamage() == 0) {

setDamage(par1itemstack, 1);

}else{

if (par1itemstack != null && par1itemstack.getItemDamage() == 1) {

setDamage(par1itemstack, 0);

}

}

 

return super.onItemRightClick(par1itemstack, par2world, par3player);

}

 

I am trying to register (already made) models for these two metadata items, but when I try to register them it doesn't work, and gives the same model for each item.

 

public void registerItemRenderers() {

MinecraftForgeClient.registerItemRenderer (ElementalImperium.Test, 1, 0, (IItemRenderer) new MyRenderClass());

MinecraftForgeClient.registerItemRenderer (ElementalImperium.Test, 1, 0, (IItemRenderer) new MyRenderClass1());

 

Thanks in advance for any help

 

-Whyneb360

Posted

In the renderer, make sure you pass the damage to the model as a parameter, and in the model file, just create the other figure you want the item to transform in and use if statements to tell the model to render one or another.

 

In my case that means:

if(damage==0){

figure1.render(float1)

}else{

figure2.render(float1)
}

Posted

You can only have one renderer per item/block. In the ClientProxy, only register one renderer for this item, giving one item more than one renderer will cause problems. Now, in the renderer, for each model, have a different ResourceLocation, and the same for each texture, now, you would make it select the appropriate resource location depending on the metadata. This could be done in many ways. I personally prefer to use a switch statement.

 

I have not done this for an item before, but recently I did something very similar to this for a block. It can't be much different, in the block, I used the tileEntity parameter in renderTileEntityAt to get the metadata "int meta = tileEntity.getBlockMetadata()", but in the item renderer, you can use the itemStack parameter in the renderItem method (I might have got that methods name wrong) to get the metadata with "int meta = itemStack.getItemDamage()"

 

Now with this, you can do something like:

int meta = itemStack.getItemDamage();

switch (meta) {
        case 0: {
                //Get the correct model
                //Bind the texture from the appropriate resource
                //Do the rest of the rendering stuff here
        }
        case 1: {
                //Get the correct model
                //Bind the texture from the appropriate resource
        }
}

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

So my ClientProxy looks as follows:

 

 

public class ClientProxy extends ServerProxy{

 

public void registerRenderThings() {

 

}

// ElementalImperium.Test is the metadata item

public void registerItemRenderers(ItemStack itemStack) {

MinecraftForgeClient.registerItemRenderer (ElementalImperium.Test, (IItemRenderer) new MyRenderClass());

 

}

}

 

 

and my render class looks like this:

 

 

public class MyRenderClass implements IItemRenderer {

 

 

 

protected Modelstaff staffModel;

protected ModelGlider gliderModel;

 

public MyRenderClass()

{

staffModel = new Modelstaff();

gliderModel = new ModelGlider();

}

 

@Override

public boolean handleRenderType(ItemStack item, ItemRenderType type) {

switch(type)

{

case EQUIPPED: return true;

default: return false;

}

}

 

@Override

public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,

ItemRendererHelper helper) {

return false;

}

 

public void renderItem(ItemRenderType type, ItemStack item, ItemStack itemStack, Object... data) {

int meta = itemStack.getItemDamage();

switch(meta) {

case 0: 

{

GL11.glPushMatrix();

 

Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("elementalimperium:textures/items/staffmodel.png"));

 

float f5 = 0.0625f;

staffModel.render((Entity)data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); {

 

}

 

GL11.glPopMatrix();

}

case 1: {

GL11.glPushMatrix();

 

Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("elementalimperium:textures/items/glidermodel.png"));

 

float f5 = 0.0625f;

gliderModel.render((Entity)data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); {

 

}

 

GL11.glPopMatrix();

}

 

}

 

 

}

 

@Override

public void renderItem(ItemRenderType type, ItemStack item, Object... data) {

// TODO Auto-generated method stub

 

}

 

 

}

 

 

My problem is that I can't see the model at all now when I go into the game. The two models are in another package, and I will gladly supply the code for them if need be. Sorry if I have made what seems like an obvious mistake - I am new to modding

 

Many thanks

 

-Whyneb360

Posted

Check your renderer with @Overrides on every method you expect to get called by Minecraft.

I suspect that since you changed the method signature, your renderItem method is not called at all.

Or, you could call it yourself from the Overridden renderItem method.

 

Another question... Why does your method have two (2) ItemStack parameters? You can always get metadata from the original parameter.

Posted

I think you need a break at the end of each switch statement.

 

Also try putting a default statement in too (with a break at the end) and make it do something there. If it is doing whatever you made it do in the default statement (I'd just make it print something like "Can't find model, report as a bug!" and leave it in), then it isn't getting the metadata, or it can't find it, and in that case, it would be -1. If not, put a println at the top of the renderItem method to see if it is actually getting called.

 

Edit: I have just noticed that you have two renderItem methods. Why? I think that in this case, your problem is the renderItem method with the @Override annotation and the "//TODO Auto-generated method stub" is the one that is getting called, and it has nothing in it at all. The one that has your render code in it has two ItemStack parameters, it shouldn't.

 

   @Override
   public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
      // TODO Auto-generated method stub
      //This method shouldn't be empty. This is why you can't see the model now, it isn't getting rendered at all.
   }

 

Hope this helped.

I ask complicated questions, and apparently like to write really long detailed posts. But I also help others when I can.

Posted

Fixed it! Many thanks to you all

 

-Whyneb360

 

EDIT: The only problem I encountered is when I switch between case 1 and case 2, case 1 appears and disappears, but case 2 stays and doesn't go away. Do I need to de-render case 2 somehow?

 

EDIT: Fixed that too. just need breaks at the end of each case. Thank you all for your help -Whyneb360

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