Chasingu Posted November 24, 2014 Posted November 24, 2014 Hello all. First time modding. I am creating a mod with a whole slew of custom rendered 3D Models. I have having a particularly hard time saving the direction states. In my code below, I am able to place the blocks and have them face my character, but when one logs out of the world, then logs back in, it has reset its position to face the north. Main Block Class: public class ComputerPerf extends BlockContainer { public ComputerPerf(Material material) { super(material); this.setHardness(2.0F); this.setResistance(5.0F); this.setBlockBounds(0F, 0F, 0F, 1F, 0.8125F, 1F); this.setCreativeTab(Misccraft.misccraftTab); } public int getRenderType() { return -1; } public boolean isOpaqueCube() { return false; } public boolean renderAsNormalBlock() { return false; } @Override public TileEntity createNewTileEntity(World var1, int var2) { return new TileEntityComputerPerf(); } @Override public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entityplayer, ItemStack itemstack) { if(entityplayer == null) { return; } TileEntityComputerPerf perf = (TileEntityComputerPerf)world.getTileEntity(x,y,z); perf.direction = MathHelper.floor_double((double)((entityplayer.rotationYaw*4F)/360F) + 0.5D) & 3; } } Renderer: public class RenderComputerPerf extends TileEntitySpecialRenderer { private static final ResourceLocation texture = new ResourceLocation(Misccraft.MODID + ":" + "textures/model/ComputerPerf.png"); private ModelComputerPerf model; public RenderComputerPerf() { this.model = new ModelComputerPerf(); } @Override public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { GL11.glPushMatrix(); GL11.glTranslatef(((float)x + 0.5F), (float)y + 1.5F, (float)z + 0.5F); GL11.glRotatef(180, 0F, 0F, 1F); this.bindTexture(texture); TileEntityComputerPerf perf = (TileEntityComputerPerf)tileentity; int direction = perf.direction; GL11.glRotatef(direction * 90, 0.0F, 1.0F, 0.0F); GL11.glPushMatrix(); this.model.renderModel(0.0625F); GL11.glPopMatrix(); GL11.glPopMatrix(); } } TileEntity: public class TileEntityComputerPerf extends TileEntity { public int direction; } ClientProxy: public class ClientProxy extends CommonProxy { public void registerRenderModels() { TileEntitySpecialRenderer render1 = new RenderComputerPerf(); ClientRegistry.bindTileEntitySpecialRenderer(TileEntityComputerPerf.class, render1); MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(Misccraft.blockComputerPerf), new ItemRenderComputerPerf(render1, new TileEntityComputerPerf())); } public void registerTileEntitySpecialRenderer() { } } Any help on this would be appreciated. Thanks! Quote
TheGreyGhost Posted November 24, 2014 Posted November 24, 2014 Hi You need to save the direction data. You can either use metadata (to save the direction as block information, if you only need 0-15), or you can save it in the TileEntity as "NBT" data. Your TileEntity will need to implement methods for: writeToNBT, readFromNBT, getDescriptionPacket, onDataPacket This link might be useful http://www.minecraftforge.net/forum/index.php/topic,23256.msg117993.html#msg117993 http://cazzar.net/tutorials/minecraft/Tile-Entity-Updates-The-Quick-and-Dirty-Method/ http://greyminecraftcoder.blogspot.com.au/2013/07/blocks.html -TGG Quote
Chasingu Posted November 27, 2014 Author Posted November 27, 2014 Thank you so much TheGreyGhost! This fixed everything! Quote
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