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[1.7.10] [Still needs help] Armor-Similar-to-Leather's Color isn't Changing


Schemex

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Build: Recommended 1.7.10 (downloaded last week)

 

Background: I am attempting to develop a mod that has many different types of armor.  For convenience purposes, I am going to simply going to recolor one texture, similar to how leather works.

 

However, I have spent hours reading through tons of posts regarding this to no avail.  I have tried reading through the render class for player and I am fairly sure I've implemented it correctly, but, inevitably, it doesn't work.

 

I am able to change the items associated with the armor parts (helmet, chestplate, etc...), but when they are applied to the player, it is the default grey texture I stole from leather armor ( http://i.imgur.com/9r793b0.png ).

 

I am not attempting to use any overlay features.  I just want to recolor my textures.

 

My current code:

package com.betterToolsAndArmor.armor;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemArmor;
import net.minecraft.item.ItemStack;
import net.minecraft.util.DamageSource;
import net.minecraft.util.IIcon;
import net.minecraftforge.common.ISpecialArmor;

public class ItemArmorLocalBase extends ItemArmor implements ISpecialArmor {

public ItemArmorLocalBase(ArmorMaterial p_i45325_1_, int p_i45325_2_, int p_i45325_3_) {
	super(p_i45325_1_, p_i45325_2_, p_i45325_3_);
}
@Override
public ArmorProperties getProperties(EntityLivingBase player, ItemStack armor, DamageSource source, double damage, int slot) {
	return new ArmorProperties(0, 0, 0);
}

@Override
public int getArmorDisplay(EntityPlayer player, ItemStack armor, int slot) {
	return 5;
}

@Override
public void damageArmor(EntityLivingBase entity, ItemStack stack, DamageSource source, int damage, int slot) {
	stack.damageItem(damage * 2, entity);		
}

@Override
public String getArmorTexture(ItemStack armor, Entity entity, int slot, String type) {
	if (((ItemArmor) (armor.getItem())).armorType == 2) {
		return modid + ":textures/armor/magic_2.png";
	}
	return modid + ":textures/armor/magic_1.png";
}

public CreativeTabs[] getCreativeTabs() {
	return new CreativeTabs[] {CreativeTabs.tabCombat};
}

public boolean getIsRepairable(ItemStack armor, ItemStack stack) {
	//return stack.getItem() == ModItems.craftableObsidian;
	return false;
}

//the part that actually applies

@Override
 public boolean hasColor(ItemStack item)
 {
	 return true;
 }

 @Override
 public int getColor(ItemStack item)
 {
	 return 9846527;
 }

 @Override
 @SideOnly(Side.CLIENT)
 public int getColorFromItemStack(ItemStack item, int unUsed)
 {
	 return getColor(item);
 }

 @Override
 public void registerIcons(IIconRegister r)
	{
		itemIcon = r.registerIcon(iconReg);
	}



 //I am fairly sure this is supurfulous
 @Override
	@SideOnly(Side.CLIENT)
	public boolean requiresMultipleRenderPasses()
	{
		return true;
	}

	@Override
	public int getRenderPasses(int metadata)
	{
		// TODO Auto-generated method stub
		return 1;
	}

	@Override
	public IIcon getIcon(ItemStack stack, int pass)
	{
		// TODO Auto-generated method stub
		return itemIcon;
		//return icons[pass];
	}
}

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@SubscribeEvent
public void setArmorModel(RenderPlayerEvent.SetArmorModel evt){
	if(/* is wearing you armor */){
		evt.result = -1;
	}
}

put this in your client event handler and try messing with the result.

I have no idea if this works or not but looking at the source code this is the only way i could find to manipulate the render passes.

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@SubscribeEvent
public void setArmorModel(RenderPlayerEvent.SetArmorModel evt){
	if(/* is wearing you armor */){
		evt.result = -1;
	}
}

put this in your client event handler and try messing with the result.

I have no idea if this works or not but looking at the source code this is the only way i could find to manipulate the render passes.

EDIT 2:

 

I have been playing around with it, trying to find a way to recolor from there, but I haven't found one yet.

 

@SubscribeEvent
public void setArmorModel(RenderPlayerEvent.SetArmorModel event) {
	int color = 9109504;
		float f1 = (float)(color >> 16 & 255) / 255.0F;
            float f2 = (float)(color >> 8 & 255) / 255.0F;
            float f3 = (float)(color & 255) / 255.0F;
            GL11.glColor3f(f1, f2, f3);

}

I wrote the method above just to see if I can use GL1 to recolor it; however, I think this method is called at the wrong time, I am not using GL1 correctly, or there is a better alternative.

 

EDIT 3:

Just a follow up, I tested if the functions are being called by creating a file with the word "test" in it, and, sure enough, when the entity is being rendered, the thread is run (but the color of the armor doesn't change).

 

EDIT 4:

Is there a forge event that is called that could simply change the color of the texture when the texture is first initialized?

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