cad435 Posted December 9, 2014 Share Posted December 9, 2014 Hello @all, At first please understand i natively don't come from the modding section, but i'm a Modeller/Creater, call it what you want... Yes i can code, in C++/C# (as java seems to be very similar to C# I thought that should make creating mods easier) I heard about the Advanced Model Loader from MinecraftForge,so I thought "well if they implement a complete Loader, it shouldn't be that difficult"... Well it isn't, the Fact that some Methodes/Variables are not deobfuscated ("func_1_1004p_1_") AND i don't have any experience with build a code on top of an API really keeps nagging me... I only have written my own Standalone programms, no big Project or sth So i wonder if some of you guys can help me with this isse, due i cant find a clear and Up-To-Date dokumentation about the things around the Advanced Model Loader and the TileEntitySpecialRender... I can't even find out if i need to Draw the object myself with a Tesselator, or just render it with <ICustomModel>.renderall(); So what i Have/what i understand: Well i can add new Standard Blocks, new items, Crafting recpeices, I THINK i know how to theoretically manage this(but not how to do it praktically) So, i think i need a type of an empty block (some BlockContainer Modifikation?) or sth (eg. only the bounds, nothing in that block) A TileEntity, that is my rendered .obj-File a connection between the tile and the block, to place the tile inside the Blockbounds So it would be very nice if you can correct me (if i'm wrong), give me some tipps where to start, point me to a Tutorial that is not outdatet, or incomplete, or just point out what i should know BEFORE trying this... (I'am not Lazy and request someone coding this for me! I would really like try this myself ) cad435 (as i just see another forum thread about the upcoming .json block modification, no thats not really an alternative... *.obj is the goal.) Quote Link to comment Share on other sites More sharing options...
MrCaracal Posted December 9, 2014 Share Posted December 9, 2014 May I ask for a clarification? Are you saying that you would like to implement your own .obj model loader, or that you have an .obj that you'd like to use as a model for a block? I ask because Forge already includes such a model loader. To answer either of the above potential questions I recommend you peek at WavefrontObject.class, and ObjModelLoader.class in the net.minecraftforge.client.model.obj package. Quote Link to comment Share on other sites More sharing options...
cad435 Posted December 9, 2014 Author Share Posted December 9, 2014 Sure, i want to use the integrated ModelLoader, cause this ModelLoader is the reason why i start trying to import obj to Minecraft The Question is wheather its possible and if so, HOW its possible to get a loaded .obj that you can place like a block... I need a BlockContainer? than i try to bind a TileEntity to that Container? than i try to set my obj as the TileEntity? thats how i get it... But im not sure if thats right, and if its right, how to do so :'D PS: i got it already loaded correctly... Here are my classes (maybe it helps you saying if im completely wrong or not) objloader (Mainclass): http://pastebin.com/ANRxZTk5 ComplexTileEntitySpecialRenderer (extends TileEntitySpecialRenderer): http://pastebin.com/awmM2qL6 ComplexBlock (extends BlockContainer): http://pastebin.com/zMadttiG ComplexTileEntity (extends TileEntity): http://pastebin.com/0eFu1zHV Quote Link to comment Share on other sites More sharing options...
MrCaracal Posted December 9, 2014 Share Posted December 9, 2014 EDIT: I only just saw your PS. The first thing I think you should do is move your rendering stuff to a proxy class so that it doesn't load on a dedicated server, which does not have any of the rendering functions. Minecraft.getMinecraft(), for instance, is client-side only and will crash a dedicated server. I like your gumption but I advise you to start at the beginning of the tutorials on the wiki because you're missing some very necessary boilerplate. It certainly is possible! Have you perused the wiki? -> http://www.minecraftforge.net/wiki/Using_wavefront_model I know you asked for an "up-to-date" tutorial but as far as I am aware the process is the same now as it was then, except you can use ISimpleBlockRenderingHandler instead of TESR. I don't think you need to make a Container or a Tile Entity class if all you want is a simple block with a fancy render, because unless you tell it to the renderer doesn't care what logic the actual Block implementation has. The process is basically: 1) Write your rendering handler that implements either ISimpleBLockRenderingHandler or TileEntitySpecialRenderer. (Unless you're doing something extra-fancy, ISBRH is just fine. You'll know if and when you need it, otherwise, just use ISRBH) 2) Register your rendering handler with RenderingRegistry.registerBlockHandler. 3) Make getRenderType method in your block class return the render ID corresponding to your rendering handler. Quote Link to comment Share on other sites More sharing options...
cad435 Posted December 9, 2014 Author Share Posted December 9, 2014 haha, i just edited my classes to the post above^^ And yes i've read it, many times the last tree days... ok, it seems I'm not completely wrong; Rendering Handler: should be that code here: http://pastebin.com/awmM2qL6 (TESR) Ok, second Point i don't understand, if i want a new Block, in need a new Blockclass that extends the original block.Block? and this extension needs a "super(material)" to the block.Block class, right? So i have to write my own complete Block class, will I? I Just try to register the rendering Handler, at the FMLPreinit event: "RenderingRegistry.registerBlockHandler(ComplexTileEntitySpecialRenderer());" but it won't let me (I have a TESR, need i rewrite it to a ISBR?)... Do you have a tutorial/doc/etc to explain what "render ID" is? Quote Link to comment Share on other sites More sharing options...
Draco18s Posted December 9, 2014 Share Posted December 9, 2014 This is basic stuff dude. The block and the renderer are separate and distinct classes. To register the renderer, you need to do this (from my own project): TileEntitySpecialRenderer render = new TESRWindvane(); ClientRegistry.bindTileEntitySpecialRenderer(TileEntityWindvane.class, render); MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(OresBase.blockvane), new ItemModelRenderer(render, new TileEntityWindvane())); Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
MrCaracal Posted December 9, 2014 Share Posted December 9, 2014 You're extending BlockContainer, and BlockContainer already extends Block, so that's your Block class. Since you're using a TESR and not a ISBRH, you should register your renderer with ClientRegistry.bindTileEntitySpecialRenderer, as the tutorial suggests. This is typically done somewhere in the main mod file, during Init. I'm sorry if I was unclear, those directions were written under the assumption that you'd be using ISBRH. You're using a TESR, so you don't need to worry about Render IDs. FYI though, A Render ID is basically a number (integer) that Minecraft uses to correlate a block with a renderer. When it comes time to render the world, the Minecraft client polls the getRenderType method on each block and calls the renderer corresponding to the number it receives. You may have noticed that (among others) there are two other accessible methods in RenderingRegistry, a registerBlockHandler that accepts an integer and a handler, and getNetAvailableRenderID. That's what these two are for. TL;DR - Use ClientRegistry.bindTileEntitySpecialRenderer like the tutorial said, since you're using a TESR. Quote Link to comment Share on other sites More sharing options...
Draco18s Posted December 9, 2014 Share Posted December 9, 2014 Since you're using a TESR and not a ISBRH, you should register your renderer with ClientRegistry.bindTileEntitySpecialRenderer, as the tutorial suggests. This is typically done somewhere in the main mod file, during Init. I'm sorry if I was unclear, those directions were written under the assumption that you'd be using ISBRH. *Cough* Client proxy. *Cough* Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
MrCaracal Posted December 9, 2014 Share Posted December 9, 2014 Yes, that. In your proxy, in Init. Forgive me. Quote Link to comment Share on other sites More sharing options...
cad435 Posted December 9, 2014 Author Share Posted December 9, 2014 Well thanks alot!, i'll try to Register the TSER tomorrow and see whats happening And i'll Look up the proxys again... Quote Link to comment Share on other sites More sharing options...
cad435 Posted December 10, 2014 Author Share Posted December 10, 2014 Well, i got it working I just load a Sphere in Minecraft thx you guys a lot for your help! @Mod(this.isSolved=true, this.canBeClosed=true) €: just found out, that i can modify this myself with "[solved]", nvm... Quote Link to comment Share on other sites More sharing options...
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