Jump to content

[Solved]Importing .obj into Minecraft and Handle it as a Placeable Block


cad435

Recommended Posts

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.)

 

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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.

Link to comment
Share on other sites

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?

Link to comment
Share on other sites

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()));

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

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.

Link to comment
Share on other sites

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*

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

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.