Posted April 4, 201510 yr Hi, I've created a metadata block with 6 subtypes(0-5). The block is a tile entity with a special renderer and it uses the same model but just rotated a bit. However, I want the icon for the 0-2 blocks to be one icon and the 3-5 blocks be another. Obviously, its got to with getIcon method but I can't get them to be different and I thought this would be a really simple task. Heres the relevant code: @SideOnly(Side.CLIENT) @Override public void registerBlockIcons(IIconRegister iconRegister) { this.blockIcon = iconRegister.registerIcon(Arcticraft.MOD_ID + ":icicle_ud"); this.icicle = iconRegister.registerIcon(Arcticraft.MOD_ID + ":icicle"); } @SideOnly(Side.CLIENT) public IIcon getIcon(int side, int meta) { if(meta == 3 || meta == 4 || meta == 5){ return this.blockIcon; } else{ return this.icicle; } }
April 4, 201510 yr Author TESR's don't use the normal icons. So what could I do instead? Because right now they all just use the icicle icon.
April 4, 201510 yr Author Show your TESR. package net.arcticraft.tileentity.renderers; import net.arcticraft.block.BlockIcicle; import net.arcticraft.main.Arcticraft; import net.arcticraft.tileentity.TileEntityIcicle; import net.arcticraft.tileentity.models.ModelBlockIcicle; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import cpw.mods.fml.client.FMLClientHandler; public class TileEntityIcicleRender extends TileEntitySpecialRenderer{ private ModelBlockIcicle model; public TileEntityIcicleRender(){ model = new ModelBlockIcicle(); } public void renderAModelAt(TileEntityIcicle tileEntity, double x, double y, double z, float f) { TileEntityIcicle icicle = (TileEntityIcicle) tileEntity; icicle = (TileEntityIcicle) tileEntity.getWorldObj().getTileEntity(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord); int meta = 0; if(tileEntity.getWorldObj() != null) { meta = tileEntity.getBlockMetadata(); icicle.rotation = meta; } FMLClientHandler.instance().getClient().renderEngine.bindTexture(new ResourceLocation(Arcticraft.MOD_ID, "textures/blocks/modeled_blocks/icicle.png")); GL11.glPushMatrix(); GL11.glEnable(GL11.GL_NORMALIZE); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); GL11.glScalef(1.0F, -1F, -1F); GL11.glRotatef(icicle.rotation * 90, 0.0F, 1.0F, 0.0F); if(icicle.type == 0 || icicle.type == 3) { // large GL11.glScalef(2.0F, 1.0F, 1F); } else if(icicle.type == 1 || icicle.type == 4) { // regular GL11.glScalef(1.5F, 1F, 1F); } else if(icicle.type == 2 || icicle.type == 5) { // small GL11.glScalef(1.0F, 1F, 1F); } if(icicle.upsideDown){ GL11.glRotatef(180, 1, 0, 0); GL11.glTranslatef(0, (float) -1.5F, 0); } model.renderAll(); GL11.glPopMatrix(); } @Override public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float par8) { this.renderAModelAt((TileEntityIcicle) tileEntity, x, y, z, par8); } }
April 4, 201510 yr Author In that TESR code you bind a specific texture. That is also where you need to have the check for which texture to bind. The icons you have are irrelevant. Noooo, the texture for the actual blocks should be the same, I just want the icons to differ.
April 4, 201510 yr Do you mean the "icon" when it's rendered in your hand? In that case, you'd need to make changes in your ItemRenderer.
April 4, 201510 yr Author Say what? Do you mean the "icon" when it's rendered in your hand? In that case, you'd need to make changes in your ItemRenderer. Yeah, the icon in your hand. Not the actual block texture.
April 4, 201510 yr Yeah, you'll need to make changes in your ItemRenderer class. If you don't have one yet, there are plenty of tutorials. Once you have that, you can change the way it renders based on metadata using the itemstack in renderItem().
April 4, 201510 yr Author Yeah, you'll need to make changes in your ItemRenderer class. If you don't have one yet, there are plenty of tutorials. Once you have that, you can change the way it renders based on metadata using the itemstack in renderItem(). Okay, thank you.
April 7, 201510 yr Author Ok so I tried making a IItemRenderer and I came up with this and yes I registered it in the clientProxy. package net.arcticraft.item.render; import net.arcticraft.main.Arcticraft; import net.minecraft.item.ItemStack; import net.minecraftforge.client.IItemRenderer; public class ItemIcicleRender implements IItemRenderer{ public ItemIcicleRender(){} @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return true; } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return true; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { System.out.println(item.getItemDamage()); if(item.getItemDamage() == 0 && item.getItemDamage() == 1 && item.getItemDamage() == 2) { item.getItem().setTextureName(Arcticraft.MOD_ID + ":icicle"); } else { item.getItem().setTextureName(Arcticraft.MOD_ID + ":icicle_ud"); } } } But they just come up as the missing texture texture(the purple black squares one). Is this because I commented out the getIcon and registerIcon in the block method? Probably, but I shouldnt need em should since its a tileentity w/ model and it uses the same texture.
April 7, 201510 yr You should register those icons into the 'registerIcons' and Render them on 'renderItem'. Just setting texture name there should not work. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
April 7, 201510 yr Author You should register those icons into the 'registerIcons' and Render them on 'renderItem'. Just setting texture name there should not work. In the item class I did register em with and now theyre just invisible. @SideOnly(Side.CLIENT) public static final String[] iciclesTextures = new String[]{"icicle", "icicle", "icicle", "icicle_ud","icicle_ud", "icicle_ud"}; @SideOnly(Side.CLIENT) private IIcon[] texture; public void registerIcons(IIconRegister iconRegister) { this.texture = new IIcon[iciclesTextures.length]; for (int i = 0; i < iciclesTextures.length; ++i) { this.texture[i] = iconRegister.registerIcon(Arcticraft.MOD_ID + ":" + iciclesTextures[i]); } } Im not quite sure how I would just render em on RenderItem
April 8, 201510 yr ..Wait, do you only changes the texture via item metadata? Then ItemRenderer is not appropriate. I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
April 8, 201510 yr Author ..Wait, do you only changes the texture via item metadata? Then ItemRenderer is not appropriate. Yeah, i just need the icons to be differenet thats all.
April 8, 201510 yr Then just use Item#getIconFromDamage(int damage). EDIT: Wait, you are just using metadata for tileentity! Then you should bind your texture yourself, in the TileEntitySpecialRenderer! I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
April 8, 201510 yr Author Then just use Item#getIconFromDamage(int damage). EDIT: Wait, you are just using metadata for tileentity! Then you should bind your texture yourself, in the TileEntitySpecialRenderer! I bind the texture to the model in TESR but I just wanted the icons to be different and now they are. getIconFromDamage was exactly what I needed.
April 8, 201510 yr Is the block metadata-block with custom ItemBlock implementation? I. Stellarium for Minecraft: Configurable Universe for Minecraft! (WIP) II. Stellar Sky, Better Star Rendering&Sky Utility mod, had separated from Stellarium.
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