Jump to content

TileEntityModel help


GodOfYeti

Recommended Posts

I keep getting a error under render heres the line

 

            this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);

 

and heres the code

 

 

package com.linumhost.TileEntity;

import org.lwjgl.opengl.GL11;

import net.minecraft.block.Block;
import net.minecraft.client.Minecraft;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

public class TileEntityServerCasetModel extends TileEntitySpecialRenderer {
    
    //The model of your block
    private final TileEntityServerCasetModel model;
    
    public TileEntityServerCasetModel() {
            this.model = new TileEntityServerCasetModel();
    }
    
    private void adjustRotatePivotViaMeta(World world, int x, int y, int z) {
            int meta = world.getBlockMetadata(x, y, z);
            GL11.glPushMatrix();
            GL11.glRotatef(meta * (-90), 0.0F, 0.0F, 1.0F);
            GL11.glPopMatrix();
    }
    
    @Override
    public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
    //The PushMatrix tells the renderer to "start" doing something.
            GL11.glPushMatrix();
    //This is setting the initial location.
            GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
    //This is the texture of your block. It's pathed to be the same place as your other blocks here.
            //Outdated bindTextureByName("/mods/roads/textures/blocks/TrafficLightPoleRed.png");
   //Use in 1.6.2  this
            ResourceLocation textures = (new ResourceLocation("[yourmodidhere]:textures/blocks/TrafficLightPoleRed.png")); 
    //the ':' is very important
    //binding the textures
            Minecraft.getMinecraft().renderEngine.bindTexture(textures);

    //This rotation part is very important! Without it, your model will render upside-down! And for some reason you DO need PushMatrix again!                       
            GL11.glPushMatrix();
            GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);
    //A reference to your Model file. Again, very important.
            this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
    //Tell it to stop rendering for both the PushMatrix's
            GL11.glPopMatrix();
            GL11.glPopMatrix();
    }

//Set the lighting stuff, so it changes it's brightness properly.       
    private void adjustLightFixture(World world, int i, int j, int k, Block block) {
            Tessellator tess = Tessellator.instance;
            //float brightness = block.getBlockBrightness(world, i, j, k);
            //As of MC 1.7+ block.getBlockBrightness() has become block.getLightValue():
            float brightness = block.getLightValue(world, i, j, k);
            int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
            int modulousModifier = skyLight % 65536;
            int divModifier = skyLight / 65536;
            tess.setColorOpaque_F(brightness, brightness, brightness);
            OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,  (float) modulousModifier,  divModifier);
    }
}

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.