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[1.8] Custom Fluid Rendering (Invisible Fluid)


TricliniumAlegorium

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I have added a fluid in 1.8 using the latest build of forge. I have textures and json files, but in game the item in hand has a texture, but the placed fluid is invisible. If you go under it, it has the water material. Also bubbles from water show, but the actual fluid is invisible. I looked through forge's github and IIcons are removed (which I knew), but their are still and flowing icon variables. These are TextureAtlasSprites though and I have no idea how to get my texture to show up using them.

 

tl;dr

I need my Fluid to show up with my texture. Any ideas?

 

Any help is appreciated!

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Hi

 

Fluids aren't rendered the same way as normal blocks.  Vanilla does it this way, fluid blocks return 1 for getRenderType().

 

BlockRendererDispatcher::
    public boolean func_175018_a(IBlockState p_175018_1_, BlockPos p_175018_2_, IBlockAccess p_175018_3_, WorldRenderer p_175018_4_)
    {
        try
        {
            int i = p_175018_1_.getBlock().getRenderType();

            if (i == -1)
            {
                return false;
            }
            else
            {
                switch (i)
                {
                    case 1:
                        return this.fluidRenderer.func_178270_a(p_175018_3_, p_175018_1_, p_175018_2_, p_175018_4_);  // here
                    case 2:
                        return false;
                    case 3:
                        IBakedModel ibakedmodel = this.getModelFromBlockState(p_175018_1_, p_175018_3_, p_175018_2_);
                        return this.blockModelRenderer.func_178259_a(p_175018_3_, ibakedmodel, p_175018_1_, p_175018_2_, p_175018_4_);
                    default:
                        return false;
                }
            }
        }

 

Unfortunately I don't know how to get it to show the fluid texture.  You may need to use ASM+Reflection to force a call to your own renderer from this switch.

 

-TGG

 

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So I have literally coded, deleted, recoded in repeat for the last 2 days updating my mod, yet I still can't figure out this fluid thing. I even created a new TextureMap and TextureAtlasSprite and registered my sprite to a new resource location:

 

public static TextureAtlasSprite[] atlasSpritesFluid = new TextureAtlasSprite[2];
TextureMap texturemap = Minecraft.getMinecraft().getTextureMapBlocks();
this.atlasSpritesFluid[0] = texturemap.registerSprite(new ResourceLocation("examplemod:textures/blocks/FluidStill.png"));
this.atlasSpritesFluid[1] = texturemap.registerSprite(new ResourceLocation("examplemod:textures/blocks/FluidFlow.png"));

 

I do this because minecraft uses TextureAtlasSprites as the parameters for setStillIcon and setFlowingIcon.

 

But when I setStillIcon and setFlowingIcon to my fluid, it still renders invisible...

 

fluid.setStillIcon(atlasSpritesFluid[0]).setFlowingIcon(atlasSpritesFluid[1]);

 

My fluid does flow and moves seeds and displaces water like any normal fluid, but like stated before, it renders invisible.

 

EDIT: I set a println to tell me the color of the fluid, and even when I set the blocks color, the fluid color stays as 16777215... Any ideas?

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