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[1.7.10] [Unsolved] Trouble with models.


Awesome_Spider

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Well, this is quite the bug. I have a block with a techne model. That works fine, but I just coded it to where when I place a certain block beside it, it will show another part of the model. I tested it and the part I wanted it to show showed up for about 1 second. Then it vanished. Here is the code:

 

The model:

 

 

// Date: 2/5/2015 1:02:50 PM
// Template version 1.1
// Java generated by Techne
// Keep in mind that you still need to fill in some blanks
// - ZeuX

package com.awsp8.mechanistic.Models;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class ModelItemPipe extends ModelBase
{
  //fields
    public static ModelRenderer PipeCenter;
    public static ModelRenderer PipeDown;
    public static ModelRenderer PipeUp;
    public static ModelRenderer PipeSouth;
    public static ModelRenderer PipeNorth;
    public static ModelRenderer PipeEast;
    public static ModelRenderer PipeWest;
  
  public ModelItemPipe()
  {
    textureWidth = 64;
    textureHeight = 32;
    
    PipeCenter = new ModelRenderer(this, 0, 0);
    PipeCenter.addBox(-2.5F, -2.5F, -2.5F, 5, 5, 5);
    PipeCenter.setRotationPoint(0F, 17F, 0F);
    PipeCenter.setTextureSize(64, 32);
    PipeCenter.mirror = true;
    setRotation(PipeCenter, 0F, 0F, 0F);
    PipeDown = new ModelRenderer(this, 19, 12);
    PipeDown.addBox(-2.5F, -1.5F, -2.5F, 5, 6, 5);
    PipeDown.setRotationPoint(0F, 21F, 0F);
    PipeDown.setTextureSize(64, 32);
    PipeDown.mirror = true;
    setRotation(PipeDown, 0F, 0F, 0F);
    PipeUp = new ModelRenderer(this, 19, 12);
    PipeUp.addBox(-2.466667F, -5F, -2.5F, 5, 6, 5);
    PipeUp.setRotationPoint(0F, 13.5F, 0F);
    PipeUp.setTextureSize(64, 32);
    PipeUp.mirror = true;
    setRotation(PipeUp, 0F, 0F, 0F);
    PipeSouth = new ModelRenderer(this, 39, 0);
    PipeSouth.addBox(-2.5F, -2.5F, -2F, 5, 5, 6);
    PipeSouth.setRotationPoint(0F, 17F, 4F);
    PipeSouth.setTextureSize(64, 32);
    PipeSouth.mirror = true;
    setRotation(PipeSouth, 0F, 0F, 0F);
    PipeNorth = new ModelRenderer(this, 39, 0);
    PipeNorth.addBox(-2.5F, -2.5F, -2F, 5, 5, 6);
    PipeNorth.setRotationPoint(0F, 17F, -4F);
    PipeNorth.setTextureSize(64, 32);
    PipeNorth.mirror = true;
    setRotation(PipeNorth, 0F, -3.141593F, 0F);
    PipeEast = new ModelRenderer(this, 39, 0);
    PipeEast.addBox(-2.5F, -2.5F, -2F, 5, 5, 6);
    PipeEast.setRotationPoint(-4F, 17F, 0F);
    PipeEast.setTextureSize(64, 32);
    PipeEast.mirror = true;
    setRotation(PipeEast, 0F, -1.570796F, 0F);
    PipeWest = new ModelRenderer(this, 39, 0);
    PipeWest.addBox(-2.5F, -2.5F, -2F, 5, 5, 6);
    PipeWest.setRotationPoint(4F, 17F, 0F);
    PipeWest.setTextureSize(64, 32);
    PipeWest.mirror = true;
    setRotation(PipeWest, 0F, 1.570796F, 0F);
  }
  
  public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
  {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    PipeCenter.render(f5);
    PipeDown.render(f5);
    PipeUp.render(f5);
    PipeSouth.render(f5);
    PipeNorth.render(f5);
    PipeEast.render(f5);
    PipeWest.render(f5);
  }
  
  private void setRotation(ModelRenderer model, float x, float y, float z)
  {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
  }
  
  public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
  {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
  }

}

 

 

 

The code in my block:

 

 

@Override
public void onNeighborBlockChange(World world, int x, int y, int z, Block block){
	Block north;
	Block east;
	Block south;
	Block west;

	north = world.getBlock(x, y, z - 1);
	east = world.getBlock(x + 1, y, z);
	south = world.getBlock(x, y, z + 1);
	west = world.getBlock(x - 1, y, z);

	if (north.getUnlocalizedName().equals(this.getUnlocalizedName()))
		model.PipeNorth.showModel = true;

	if (east.getUnlocalizedName().equals(this.getUnlocalizedName()))
		model.PipeEast.showModel = true;

	if (south.getUnlocalizedName().equals(this.getUnlocalizedName()))
		model.PipeSouth.showModel = true;

	if (west.getUnlocalizedName().equals(this.getUnlocalizedName()))
		model.PipeWest.showModel = true;
}

 

 

 

Any Idea as to why this is? Am I doing something wrong?

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Block north;
Block east;
Block south;
Block west;

north = world.getBlock(x, y, z - 1);
east = world.getBlock(x + 1, y, z);
south = world.getBlock(x, y, z + 1);
west = world.getBlock(x - 1, y, z);

 

eeew... Do declaration and assignation in one line.

 

if (north.getUnlocalizedName().equals(this.getUnlocalizedName()))

 

eeeeeeww... use instance == this, there's only one instance of a block class per game (there are exceptions, but they have a variable telling them apart, like the furnace which has a boolean defining its state), Also use brackets. Always. It reduces thought errors made by wrong intendation.

 

 

Where is the model variable? I suspect inside your block class!? So if one block in the world tells it to render your part, another block can override that.

Put the model inside your renderer class, tell the TileEntity the block neighbor changed and set the flag, which gets grabbed by the renderer, which renders the Model.

 

Also models are client-only, so your code crashes on a dedicated server.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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eeew... Do declaration and assignation in one line.

 

Ya that does look kind of hideous...

 

if (north.getUnlocalizedName().equals(this.getUnlocalizedName()))

 

eeeeeeww... use instance == this, there's only one instance of a block class per game (there are exceptions, but they have a variable telling them apart, like the furnace which has a boolean defining its state), Also use brackets. Always. It reduces thought errors made by wrong intendation.

 

I'm not following. Like this?

 

if (north == this){

}

 

Where is the model variable? I suspect inside your block class!? So if one block in the world tells it to render your part, another block can override that.

Put the model inside your renderer class, tell the TileEntity the block neighbor changed and set the flag, which gets grabbed by the renderer, which renders the Model.

 

Also models are client-only, so your code crashes on a dedicated server.

 

Ok, so to tell the TileEntity should I use NBT?

 

Sorry for all the confusion.

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I'm not following. Like this?

 

if (north == this){

}

 

Yes, if you need to check if a block is a specific one, you need to check if the instances are the same.

Same for items.

 

Where is the model variable? I suspect inside your block class!? So if one block in the world tells it to render your part, another block can override that.

Put the model inside your renderer class, tell the TileEntity the block neighbor changed and set the flag, which gets grabbed by the renderer, which renders the Model.

 

Also models are client-only, so your code crashes on a dedicated server.

 

Ok, so to tell the TileEntity should I use NBT?

 

Sorry for all the confusion.

 

To tell the TileEntity, just add a boolean field like "connectedOnNorth" which is false if it isn't connected to another block on that side. In your

onNeighborBlockChange

method grab the TileEntity instance on those coords with

world.getBlockTileEntity(x, y, z)

, cast it to your custom TileEntity class to set the boolean fields for each side.

 

In your renderer, read the value of the side fields and render the model accordingly.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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Before it was only connecting for a split second, now it's not connecting at all. Here is my code:

 

 

 

Block:

 

@Override
public void onNeighborBlockChange(World world, int x, int y, int z, Block block){
	Block north = world.getBlock(x, y, z - 1);
	Block east = world.getBlock(x + 1, y, z);
	Block south = world.getBlock(x, y, z + 1);
	Block west = world.getBlock(x - 1, y, z);

	TileEntityItemPipe tile = (TileEntityItemPipe) world.getTileEntity(x, y, z);

	if (north == this){
		tile.connectedOnNorth = true;
	}

	if (east == this){
		tile.connectedOnEast = true;
	}

	if (south == this){
		tile.connectedOnSouth = true;
	}

	if (west == this){
		tile.connectedOnWest = true;
	}
}

 

Renderer:

 

@Override
public void renderTileEntityAt(TileEntity tileEntity, double x,
		double y, double z, float scale) {
	//Initial Render
        GL11.glPushMatrix();

        GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);

        Minecraft.getMinecraft().renderEngine.bindTexture(textures);
                   
        GL11.glPushMatrix();
        GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);

        this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        
        this.model.PipeDown.showModel = false;
        this.model.PipeUp.showModel = false;
        this.model.PipeNorth.showModel = false;
        this.model.PipeEast.showModel = false;
        this.model.PipeSouth.showModel = false;
        this.model.PipeWest.showModel = false;

        GL11.glPopMatrix();
        GL11.glPopMatrix();
        
        //Code for rendering a conection
        TileEntityItemPipe tile = (TileEntityItemPipe) tileEntity;
        
        if (tile.connectedOnNorth){
        	this.model.PipeNorth.render(0.0625F);
        }
        
        if (tile.connectedOnEast){
        	this.model.PipeEast.render(0.0625F);
        }
        
        if (tile.connectedOnSouth){
        	this.model.PipeSouth.render(0.0625F);
        }
        
        if (tile.connectedOnWest){
        	this.model.PipeWest.render(0.0625F);
        }
}

 

Tile Entity:

 

public class TileEntityItemPipe extends TileEntity{

public boolean connectedOnNorth = false;

public boolean connectedOnEast = false;

public boolean connectedOnSouth = false;

public boolean connectedOnWest = false;
}

 

 

 

If you need more code just ask. :)

 

 

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Before it was only connecting for a split second, now it's not connecting at all. Here is my code:

 

 

 

Block:

 

@Override
public void onNeighborBlockChange(World world, int x, int y, int z, Block block){
	Block north = world.getBlock(x, y, z - 1);
	Block east = world.getBlock(x + 1, y, z);
	Block south = world.getBlock(x, y, z + 1);
	Block west = world.getBlock(x - 1, y, z);

	TileEntityItemPipe tile = (TileEntityItemPipe) world.getTileEntity(x, y, z);

	if (north == this){
		tile.connectedOnNorth = true;
	}

	if (east == this){
		tile.connectedOnEast = true;
	}

	if (south == this){
		tile.connectedOnSouth = true;
	}

	if (west == this){
		tile.connectedOnWest = true;
	}
}

 

Renderer:

 

@Override
public void renderTileEntityAt(TileEntity tileEntity, double x,
		double y, double z, float scale) {
	//Initial Render
        GL11.glPushMatrix();

        GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);

        Minecraft.getMinecraft().renderEngine.bindTexture(textures);
                   
        GL11.glPushMatrix();
        GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);

        this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        
        this.model.PipeDown.showModel = false;
        this.model.PipeUp.showModel = false;
        this.model.PipeNorth.showModel = false;
        this.model.PipeEast.showModel = false;
        this.model.PipeSouth.showModel = false;
        this.model.PipeWest.showModel = false;

        GL11.glPopMatrix();
        GL11.glPopMatrix();
        
        //Code for rendering a conection
        TileEntityItemPipe tile = (TileEntityItemPipe) tileEntity;
        
        if (tile.connectedOnNorth){
        	this.model.PipeNorth.render(0.0625F);
        }
        
        if (tile.connectedOnEast){
        	this.model.PipeEast.render(0.0625F);
        }
        
        if (tile.connectedOnSouth){
        	this.model.PipeSouth.render(0.0625F);
        }
        
        if (tile.connectedOnWest){
        	this.model.PipeWest.render(0.0625F);
        }
}

 

Tile Entity:

 

public class TileEntityItemPipe extends TileEntity{

public boolean connectedOnNorth = false;

public boolean connectedOnEast = false;

public boolean connectedOnSouth = false;

public boolean connectedOnWest = false;
}

 

 

 

If you need more code just ask. :)

That's because you set
this.model.PipeWest.showModel

to

false

before you render it...

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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That's because you set

this.model.PipeWest.showModel

to

false

before you render it...

 

Ok, I think I need it to re-render the tile entity if a neighboring block changes. How would I do that? It's doing this still:

6eqSUMA.png

 

Here is the code that changed:

 

 

@Override
public void renderTileEntityAt(TileEntity tileEntity, double x,
		double y, double z, float scale) {
	//Initial Render
        GL11.glPushMatrix();

        GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);

        Minecraft.getMinecraft().renderEngine.bindTexture(textures);
                   
        GL11.glPushMatrix();
        GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F);

        this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
        
        TileEntityItemPipe tile = (TileEntityItemPipe) tileEntity;
        
        this.model.PipeNorth.showModel = tile.connectedOnNorth;
        
        this.model.PipeEast.showModel = tile.connectedOnEast;
        
        this.model.PipeSouth.showModel = tile.connectedOnSouth;
        
        this.model.PipeWest.showModel = tile.connectedOnWest;
        
        this.model.PipeUp.showModel = tile.connectedOnUp;
        
        this.model.PipeDown.showModel = tile.connectedOnDown;

        GL11.glPopMatrix();
        GL11.glPopMatrix();
}

 

 

 

Edit: Oh ya and sorry for the darkness in the picture, it was night time when it was taken.

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