daafganggdg Posted October 30, 2014 Share Posted October 30, 2014 Hey guys, I have a block with a TileEntityXY and a TileEntitySpecialRenderer, when the block is added i get the TileEntity with world.getTileEntity and cast it to TileEntityXY then set a boolean of TileEntityXY to true, in the method public void renderTileEntityAt(TileEntity entity, double x, double y, double z, float f) { of my TileEntitySpecialRenderer i cast the entity again to TileEntityXY and get the boolean. and boom its false? I don't get what I'm doin wrong.. Am I missunderstanding how casting variables work? (And no, i cant use the metadata) Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 30, 2014 Author Share Posted October 30, 2014 Well I dont know im just testing around, basically I want to render my block different depending on 8 booleans stored in the tileEntity, how else would I go on doing that? I'm kind of stuck.. Quote Link to comment Share on other sites More sharing options...
yariplus Posted October 30, 2014 Share Posted October 30, 2014 Sounds like you didn't use @Override public TileEntity createNewTileEntity(World world, int meta) { return new TileEntityXY(); } in your block class. Casting the TileEntity in the constructor won't make it a TileEntityXY. So it never saves your boolean. Quote Link to comment Share on other sites More sharing options...
yariplus Posted October 30, 2014 Share Posted October 30, 2014 I read it as I have a block with a TileEntityXY and a TileEntitySpecialRenderer, when the onBlockPlaced is called, i get the TileEntity with world.getTileEntity and cast it to TileEntityXY then set a boolean of TileEntityXY to true. Then, in the method public void renderTileEntityAt(TileEntity entity, double x, double y, double z, float f) { of my TileEntitySpecialRenderer i cast the entity again to TileEntityXY and get the boolean. and boom its false? I don't get what I'm doin wrong.. Am I missunderstanding how casting variables work? (And no, i cant use the metadata) Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 30, 2014 Author Share Posted October 30, 2014 Ok lets start again at the beginning, I need to store 8 booleans custom for every block and need to be able to get them in my TileEntitySpecialRender class, how would I go on doing that? Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 30, 2014 Author Share Posted October 30, 2014 What do they do if I may ask? Quote Link to comment Share on other sites More sharing options...
Eternaldoom Posted October 30, 2014 Share Posted October 30, 2014 GetDescriptionPacket is what packet gets sent when the tile entity needs to update data (I know it gets sent on world load, I'm not sure when else). onDataPacket is what happens when the packet gets received. Quote Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button! Link to comment Share on other sites More sharing options...
daafganggdg Posted October 31, 2014 Author Share Posted October 31, 2014 When I do that package sending every time I render my block, isnt that going to slow down the performance? cause the block is actually going to connect visually to other blocks, just in more possible ways than I could use the metadata for, So would it be a better idea I just check for the blocks around in my render method? Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 31, 2014 Author Share Posted October 31, 2014 Im not [glow=black,2,300]really [/glow]looking for performance, I'm just scared of gettin lags So whats the best solution for me? How am I going to use the getDescriptionPacket and onDataPacket? Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 31, 2014 Author Share Posted October 31, 2014 Sry but I don't really understand what that should do.. I came up with that code public Packet getDescriptionPacket() { NBTTagCompound nbt = new NBTTagCompound(); for(int i = 0; i < 8; i++) { nbt.setBoolean("connections" + i, connections[i]); } return new S35PacketUpdateTileEntity(var1, var2, var3, var4, nbt); } what are the other parameters for the S35PacketUpdateTileEntity? what do I have to do in the onDataPacket and how is that goin to help me getting the booleans in my Renderer class? Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 31, 2014 Author Share Posted October 31, 2014 And then I can read it out from the entity I get as a parameter in renderTileEntityAt? Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 31, 2014 Author Share Posted October 31, 2014 Uhhm Im not that sure anymore if I need that package thing, I tried it with checking for the same blocks to be around in my Renderer class, placed around 100 of my blocks into the world and i still have 60 fps (as always) and no spikes or anything, what do you think, is that a bad programming technique? public void renderModel(float f5,World world, int x, int y, int z) { Shape1.render(f5); if(world.getBlock(x-1, y, z) == FMItems.tableBlock){ if(world.getBlock(x, y, z-1) == FMItems.tableBlock){ if(world.getBlock(x-1, y, z-1) == FMItems.tableBlock){ Type13.render(f5); } else { Type231.render(f5); Type232.render(f5); Type261.render(f5); Type262.render(f5); } } else { Type231.render(f5); Type232.render(f5); } } else if(world.getBlock(x, y, z-1) == FMItems.tableBlock){ Type261.render(f5); Type262.render(f5); } else { Type321.render(f5); Type322.render(f5); } if(world.getBlock(x+1, y, z) == FMItems.tableBlock){ if(world.getBlock(x, y, z-1) == FMItems.tableBlock){ if(world.getBlock(x+1, y, z-1) == FMItems.tableBlock){ Type11.render(f5); } else { Type241.render(f5); Type242.render(f5); Type251.render(f5); Type252.render(f5); } } else { Type241.render(f5); Type242.render(f5); } } else if(world.getBlock(x, y, z-1) == FMItems.tableBlock){ Type251.render(f5); Type252.render(f5); } else { Type311.render(f5); Type312.render(f5); } if(world.getBlock(x+1, y, z) == FMItems.tableBlock){ if(world.getBlock(x, y, z+1) == FMItems.tableBlock){ if(world.getBlock(x+1, y, z+1) == FMItems.tableBlock){ Type12.render(f5); } else { Type211.render(f5); Type212.render(f5); Type271.render(f5); Type272.render(f5); } } else { Type211.render(f5); Type212.render(f5); } } else if(world.getBlock(x, y, z+1) == FMItems.tableBlock){ Type271.render(f5); Type272.render(f5); } else { Type341.render(f5); Type342.render(f5); } if(world.getBlock(x-1, y, z) == FMItems.tableBlock){ if(world.getBlock(x, y, z+1) == FMItems.tableBlock){ if(world.getBlock(x-1, y, z+1) == FMItems.tableBlock){ Type14.render(f5); } else { Type221.render(f5); Type222.render(f5); Type281.render(f5); Type282.render(f5); } } else { Type221.render(f5); Type222.render(f5); } } else if(world.getBlock(x, y, z+1) == FMItems.tableBlock){ Type281.render(f5); Type282.render(f5); } else { Type331.render(f5); Type332.render(f5); } } Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 31, 2014 Author Share Posted October 31, 2014 How else could I use a custom model? Quote Link to comment Share on other sites More sharing options...
daafganggdg Posted October 31, 2014 Author Share Posted October 31, 2014 alright I stick to my TESR for now thanks a lot anyway Quote Link to comment Share on other sites More sharing options...
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