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[1.7.10] [SOLVED] Item Model Issue - Not Showing Item Texture in Hotbar


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Posted

So the title says most of it - I have created an item, and given it a custom model - first person, and third person mode only. The item in the hotbar should still have just a normal item texture, but it is invisible. There is no pink and black square, and I have tested other textures with the same model, and then with a test item I created, and they worked fine. The texture for the item only shows up if I get rid of desconProxy.registerItemRenderers();, but then the item model doesn't render. Is there a certain way I need to give this item a texture?

 

So to summarise:

- I have a custom modeled item

- Model works perfectly

- Item has a texture when the model is disabled

- When I enable the model in the main mod class, it turns the item invisible

 

Item Render Class:

public class MultitoolRender implements IItemRenderer{

protected ModelMultitool multitool;

public MultitoolRender()
{
	multitool = new ModelMultitool();
}

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
	return true;
}

@Override
public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,
		ItemRendererHelper helper) {
	return false;
}

@Override
public void renderItem(ItemRenderType type, ItemStack item, Object... data) {
	switch(type)
	{

	//Third Person View
	case EQUIPPED: 
		GL11.glPushMatrix();

		Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("descon:textures/items/descon_multitool.png"));

		GL11.glScalef(2.0F, 2.0F, 2.0F);
		GL11.glRotatef(0.0F, 0.0F, 0.0F, 1.0F);
		GL11.glRotatef(190.0F, 1.0F, 0.0F, 0.0F);
		GL11.glRotatef(165.0F, 0.0F, 1.0F, 0.0F);
		GL11.glTranslatef(-0.25F, -0.225F, -0.05F);

		multitool.render((Entity)data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); 

		GL11.glPopMatrix();
		break;

		//First Person View
	case EQUIPPED_FIRST_PERSON: 
		GL11.glPushMatrix();

		Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("descon:textures/items/descon_multitool.png"));

		GL11.glScalef(2.0F, 2.0F, 2.0F);
		GL11.glRotatef(0.0F, 0.0F, 0.0F, 1.0F);
		GL11.glRotatef(200.0F, 1.0F, 0.0F, 0.0F);
		GL11.glRotatef(165.0F, 0.0F, 1.0F, 0.0F);
		GL11.glTranslatef(-0.25F, -0.225F, -0.05F);

		multitool.render((Entity)data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); 

		GL11.glPopMatrix();
		break; 

	default: break;
	} 
} 
} 

 

Item Class:

public class DesconItems {

public static void mainRegistry() {
	initializeItem();
	registerItem();
}

public static Item multitool;

public static void initializeItem() {
	multitool = new Item().setUnlocalizedName("multitool").setCreativeTab(DesconCreativeTabs.tabGeneral).setTextureName(Main.modID + ":descon_multitoolitem");

}

public static void registerItem() {
	GameRegistry.registerItem(multitool, multitool.getUnlocalizedName());

} 
}

Posted

I believe if you have an item renderer registered for your item the game will try to use that for ALL rendering of that item so even if you havent specified how it should render in your inventory it will still try to use your item renderer.

 

But im not 100% sure about that.

 

Edit: Try returning false in handleRenderType if type == inventory.

I am the author of Draconic Evolution

Posted

You my friend, are a legend.

 

Many thanks,

 

-Whyneb360

 

P.S. Here's the code in case anyone wants it in the future

 

@Override
public boolean handleRenderType(ItemStack item, ItemRenderType type) {
	if(type == ItemRenderType.INVENTORY) {
		return false;
	}else{
		return true;
	}
}

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