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Posted

OK, I will try to reproduce the problem here, sounds like it's something simple.

 

The deprecated stuff (IBakedModel) is just because there is a newer Forge interface that's intended to replace it (but to be honest I think 95% of modders will have no interest in), I think you can safely ignore the deprecation warnings.

 

Thanks for the feedback!

-TGG

Posted

Yeah the repo just for the camera item also had deprecated stuff but it worked fine. I just thought it would make it easier for learning modders to only have to look at the MinecraftByExample repo and not have to search around. It wouldn't be that hard to update the MBE repo since you already have the working code.

Posted

Do you by any change have a tutorial on ISmartItemModel? Or are you going to do one in the future? I'm making an Item with about 130 different variants, and I would like not having to make 130 model files only to change the texture. Or do you have another solution to this?

Added a ISmartItemModel tutorial to MinecraftByExample in case you are still interested.

 

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe15_item_smartitemmodel

 

-TGG

Posted

Hey, this is realy a perfect idea!

I will try to help with some tutorials/idea's if I can.

 

I don't know if it mentioned before, but what I would like to see is a patricle render class example

There are a lot of tutorials out there already, but non of them are explaining how to use all 4 FXLayers, what the difference are (movement, collour filters etc.)and how they work. I would love to give some examples, but unfortunatly I haven't figured out some of the mechanics.

 

N247S

Projects:

Discontinued:

- N2ConfigAPI

- Meachanical Crafting Table

 

Latest:

- CollectionUtils

 

Coöperations:

- InGameConfigManager

Posted

TGG, can't thank you enough for all the work you've done with the new model-based rendering code; your block examples (#3-5) especially saved me a TON of time while working on updating one of my mods to 1.8.

 

While the following may be out of the scope of your tutorials, I'd like to share a way to automate the swapping of models during ModelBakeEvent. I also do something similar to automate all of my variant and model mesh registrations.

 

Instructions:

 

 

First, create an interface (@diesieben: I know it doesn't need to start with 'I', but I like to know just by looking at the class name that it is an interface :P ):

@SuppressWarnings("deprecation")
public interface ISwapModel {

/**
 * Return the default resource location used to retrieve this object from the model registry
 */
@SideOnly(Side.CLIENT)
ModelResourceLocation getDefaultResource();

/**
 * Return the class used for the new model
 * The class must have a constructor that takes a single IBakedModel argument
 */
@SideOnly(Side.CLIENT)
Class<? extends IBakedModel> getNewModel();
}

 

Next, add some storage into the ClientProxy:

/** Stores all models which need to be replaced during {@link ModelBakeEvent} */
@SuppressWarnings("deprecation")
public static final Map<ModelResourceLocation, Class<? extends net.minecraft.client.resources.model.IBakedModel>> smartModels = Maps.newHashMap();

/**
* Adds the model swap information to the map (this is just a helper method, not really necessary)
*/
private void addModelToSwap(ISwapModel swap) {
smartModels.put(swap.getDefaultResource(), swap.getNewModel());
}

Any models that you are going to swap need to be added to the smartModels Map during FMLInitializationEvent, which is the same time that you are registering renderers / models anyway.

 

Since my entire process is automated, addModelToSwap is simple to integrate in there; if you do not have an automated process, you will need to call it manually for each item / block that you will be swapping during ModelBakeEvent.

 

Finally, the automated ModelBakeEvent:

@SubscribeEvent
public void onModelBakeEvent(ModelBakeEvent event) {
for(ModelResourceLocation resource : ClientProxy.smartModels.keySet()) {
	Object object =  event.modelRegistry.getObject(resource);
	if (object instanceof IBakedModel) {
		Class<? extends IBakedModel> clazz = ClientProxy.smartModels.get(resource);
		try {
			IBakedModel customRender = clazz.getConstructor(IBakedModel.class).newInstance((IBakedModel) object);
			event.modelRegistry.putObject(resource, customRender);
		} catch (NoSuchMethodException e) {
			YourLogger.warn("Failed to swap model: class " + clazz.getSimpleName() + " is missing a constructor that takes an IBakedModel");
		} catch (Exception e) {
			YourLogger.warn("Failed to swap model with exception: " + e.getMessage());
		}
	}
}
}

 

That's it. Any Block / Item that will be swapped simply needs to implement ISwapModel, and the return values are fairly straightforward:

public class SampleBlock extends Block implements ISwapModel {
@Override
@SideOnly(Side.CLIENT)
public ModelResourceLocation getDefaultResource() {
	return YourSmartModel.resource; // equivalent to TGG's CamouflageISmartBlockModelFactory.modelResourceLocation
}

@Override
@SideOnly(Side.CLIENT)
public Class<? extends IBakedModel> getNewModel() {
	return YourSmartModel.class; // equivalent to CamouflageISmartBlockModelFactory.class
}
}

I haven't tested it with an Item yet, but I don't see any reason why it shouldn't work exactly the same.

 

Please note that this is still a (working) work in progress, but it handles everything I currently need it to do. If your requirements differ, I'm sure you can adapt it to suit your needs.

 

 

Gotta love a little automation-by-Reflection xD

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