Jump to content

[1.8] Keep IItemRenderer, or implement a programmatic way to generate models


Recommended Posts

Posted

I would like to see IItemRenderer stay because I need to generate the model based on various ambiguous NBT tags.

 

For example, a player creates an item with custom components, based on any possible input, and the model in hand is a collaboration of all those items.

 

I really need this feature for a mod I am working on, so some way of creating models through the mod's code, and not through model files, would be best.

Posted

The theory is to never need to create models in code EVER again.

But to simply configure/combine/tweak models in code.

This way everything is well defined, caching can be done for performance enhancements, modelers/resource pack creators can edit things, less complicated rendering code, the list goes on.

 

So in your use case you would need to sit back and think of what the best approach is. It may be a radical shift from your current code but the benefits are plentiful.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

So you want your model to render a series of sub-models based on nbt, when you're given the nbt to handle in a function that returns a IModel you could simply return a new/cached model that is a wrapper that combines all the sub-models.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

I want to render the same compiled model for being on the ground, in the inventory, in hand in first person, and in hand in third person.

 

This is why I need IItemRenderer.

 

It had the ability to render said model, which I would be rendering on the go based on the blocks stored in the itemstack.

 

Rendering it on the head is relatively simple, as there is the RenderPlayerEvent.

 

But there's no "RenderItemEvent". IItemRenderer was that event, essentially.

 

I want to iterate through a list of itemstacks stored on the itemstack (via a compound tag list) that is either equipped, or in hand/inventory/on the ground, and render each block.

 

If it's possible to do that without the use of IItemRenderer, then it would be very swell to have a link returned.

 

I'm all for keeping the methods of rendering to the new default way, but we at least need a way to compile our own unique, per-itemstack models on the fly.

 

As for your suggestion, if it still pertains to the above re-defined description, how would I go about doing that? Do we already have tutorials made for going from using the old IItemRenderer + GL function and Tessellator method to this new system? If it isn't possible to do what I am describing with the new rendering method, then why abandon a functional component, that does get it done, without limiting the creative boundaries of Minecraft. I would say it should be noted to use the new system as much as possible, but if you really must, then feel free to use the old method.

Posted

Ah, ok. I see it got added in a version later than I was using. I'm updating as we speak, and I will try this.

 

Thanks for the quick replies, it is much obliged.

 

Any further questions, and I will post in the support section.

 

Thanks a bunch. Feel free to close/lock this thread.

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.

Announcements



×
×
  • Create New...

Important Information

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