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TileEntityRender (Modeled blocks) 1.7.10


SaoModder

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so an image tells 1000 words so lets start with one

 

dACLByr.jpg

 

for some reason my block is rendering above my head whenever its placed in game i cant seem to figure out why this unusual bug happens since its never before lol, it is quite annoying would anyone have a clue as to why its happening? im not incredibly familiar with rendering so if its something derpy i apologize :/

 

my tile entity render class (im rendering a .obj not a normal techne model btw)

 package com.souleater.Blocks.TileEntities;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.client.model.AdvancedModelLoader;
import net.minecraftforge.client.model.IModelCustom;

import org.lwjgl.opengl.GL11;

import com.souleater.Main.SoulEater;

import java.awt.*;

public class SoulBankTileEntityRender extends TileEntitySpecialRenderer {

    private final IModelCustom model;
    ResourceLocation rs;

    public SoulBankTileEntityRender() {
        model = AdvancedModelLoader.loadModel(new ResourceLocation(SoulEater.MODID, "Models/soulbank.obj"));
        rs = new ResourceLocation(SoulEater.MODID, "textures/models/soulbank.png");
    }


    @Override
    public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
    	if(te instanceof TileEntitySoulBank){
    		GL11.glPushMatrix();
    		TileEntitySoulBank tile = (TileEntitySoulBank)te;
    	
    		int dir = tile.getBlockMetadata();
            GL11.glPushMatrix();
            
            if(dir == 2)
            {
            	GL11.glTranslatef((float) x + 0.5F, (float) y + 0.0F, (float) z + 1.2F);
            	GL11.glRotatef(180, 0F, 1F, 0F);
            	} 
            else if(dir == 3)
            {
            	GL11.glTranslatef((float) x + 0.5F, (float) y + 0.0F, (float) z + 0.2F);
            	GL11.glRotatef(180, 0F, 1F, 0F);
            }
            
            else if(dir == 4)
            {
            	GL11.glTranslatef((float) x + 0.8F, (float) y + 0.0F, (float) z + 0.5F);
            	GL11.glRotatef(90, 0F, 1F, 0F);
            }
            else if(dir == 5){
            	GL11.glTranslatef((float) x - 0.2F, (float) y + 0.0F, (float) z + 0.5F);
            	GL11.glRotatef(90, 0F, 1F, 0F);
            }
            GL11.glRotatef(180, 0F, 1F, 0F);
            
            bindTexture(rs);
            
            
            GL11.glScaled(60, 60, 60);
            this.model.renderAll();
            GL11.glPopMatrix();
            GL11.glPopMatrix();
            
    	}
    }


} 

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It only translates your renderer to the XYZ coordinates when the direction is 2, 3, 4 or 5. Add a default case ( an } else {) and apply the "standard" translation.

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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