Posted October 27, 201212 yr Hello everyone, first time developing a mod for Forge. I used to do a lot of work with Bukkit, so I have Java experience, but this is my first time working with Forge. I've decided to jump ship from Bukkit since Forge is becoming more and more powerful and no longer depends on ModLoader. I've followed the basic tutorials, setup my eclipse to work with MCP and Forge nicely, I understand that modifying base classes is a sin, and now I want to get modding. My idea is to implement a good way of storing experience levels. I want to create a new item, functioning almost exactly like the Bottle o' Enchanting, but with varied strength. Basically, I want to make it so the enchanting table can be used to enchant water bottles. Whatever level the enchantment is is how many experience levels will be granted upon the bottle toss. To this end, I've created my item, and I've made it throwable using code identical to the Bottle o' Enchanting's. The problem is, when I throw my item, it's invisible. This makes sense, seeing as I've never supplied a texture or anything for this new Entity. The problem is, I have no idea how to provide a texture for this new Entity. I've not been able to find any tutorials that aren't Youtube (Youtube won't work for me. I live in China). Could someone please help me with this? Here is my code: ItemPhilosophickMercury package tinker.enchantmentstorage.common; import cpw.mods.fml.common.Side; import cpw.mods.fml.common.asm.SideOnly; import net.minecraft.src.CreativeTabs; import net.minecraft.src.EntityExpBottle; import net.minecraft.src.EntityPlayer; import net.minecraft.src.Item; import net.minecraft.src.ItemStack; import net.minecraft.src.World; public class ItemPhilosophickMercury extends Item { public ItemPhilosophickMercury(int i) { super(i); maxStackSize = 1; this.setCreativeTab(CreativeTabs.tabBrewing); } @SideOnly(Side.CLIENT) public boolean hasEffect(ItemStack par1ItemStack) { return true; } /** * Called whenever this item is equipped and the right mouse button is * pressed. Args: itemStack, world, entityPlayer */ public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World, EntityPlayer par3EntityPlayer) { if (!par3EntityPlayer.capabilities.isCreativeMode) { --par1ItemStack.stackSize; } par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntityPhilosophickMercuryBottle( par2World, par3EntityPlayer)); } return par1ItemStack; } } EntityPhilosophickMercuryBottle package tinker.enchantmentstorage.common; import net.minecraft.src.EntityLiving; import net.minecraft.src.EntityThrowable; import net.minecraft.src.EntityXPOrb; import net.minecraft.src.MovingObjectPosition; import net.minecraft.src.World; public class EntityPhilosophickMercuryBottle extends EntityThrowable { public EntityPhilosophickMercuryBottle(World par1World) { super(par1World); } public EntityPhilosophickMercuryBottle(World par1World, EntityLiving par2EntityLiving) { super(par1World, par2EntityLiving); } public EntityPhilosophickMercuryBottle(World par1World, double par2, double par4, double par6) { super(par1World, par2, par4, par6); } /** * Gets the amount of gravity to apply to the thrown entity with each tick. */ protected float getGravityVelocity() { return 0.07F; } protected float func_70182_d() { return 0.7F; } protected float func_70183_g() { return -20.0F; } /** * Called when this EntityThrowable hits a block or entity. */ protected void onImpact(MovingObjectPosition par1MovingObjectPosition) { if (!this.worldObj.isRemote) { this.worldObj .playAuxSFX(2002, (int) Math.round(this.posX), (int) Math.round(this.posY), (int) Math.round(this.posZ), 0); int var2 = 3 + this.worldObj.rand.nextInt(5) + this.worldObj.rand.nextInt(5); while (var2 > 0) { int var3 = EntityXPOrb.getXPSplit(var2); var2 -= var3; this.worldObj.spawnEntityInWorld(new EntityXPOrb(this.worldObj, this.posX, this.posY, this.posZ, var3)); } this.setDead(); } } } Anyone who can give me links to useful tutorials, or any pointers really, would be very greatly appreciated.
October 28, 201212 yr Try adding this to the @init in your mod, or your proxy render registration for multiplayer: RenderingRegistry.registerEntityRenderingHandler(EntityPhilosophickMercuryBottle.class, new RenderSnowball(Item.expBottle.getIconFromDamage(0));
October 28, 201212 yr Author That didn't work. I still get an invisible toss--sound plays, and you can see the glass shattering with the experience orbs a little ways off, but no bottle is seen flying through the air. EDIT: I've also been able to verify that doRender() is not being called from RenderSnowball when I do this. EDIT #2: I've solved this problem. What I had to do was, instead of merely adding what was suggested above, add all of this to my @Init method as well: EntityRegistry.registerModEntity(EntityPhilosophickMercuryBottle.class, "Philosophick Mercury", 1, instance, 64, 10, true); RenderingRegistry.registerEntityRenderingHandler( EntityPhilosophickMercuryBottle.class, new RenderSnowball( Item.expBottle.getIconFromDamage(0)));
October 29, 201212 yr Yes, I didn't realize you didn't also register the Entity, atleast now we know the reason so many are reporting the invisible entities.
November 13, 201212 yr That didn't work. I still get an invisible toss--sound plays, and you can see the glass shattering with the experience orbs a little ways off, but no bottle is seen flying through the air. EDIT: I've also been able to verify that doRender() is not being called from RenderSnowball when I do this. EDIT #2: I've solved this problem. What I had to do was, instead of merely adding what was suggested above, add all of this to my @Init method as well: EntityRegistry.registerModEntity(EntityPhilosophickMercuryBottle.class, "Philosophick Mercury", 1, instance, 64, 10, true); RenderingRegistry.registerEntityRenderingHandler( EntityPhilosophickMercuryBottle.class, new RenderSnowball( Item.expBottle.getIconFromDamage(0))); I am having the same problems, sorta... I have a working custom throw item that uses a custom render. This works great for single player, however the render does nothing on SMP. I believe I have the setup wrong, tho I get crashes when I trying adding other stuff... Here is my layout and I hope there is someone that knows the correct way mod_Custom.java Inside my @Int public load() //Register ThrowItems EntityRegistry.registerModEntity(EntityHSPotion.class,"Holy Water", 101, instance, 64, 10, true); //Set up Throwable Items proxy.registerRenderInformation(); my common proxy commonProxy_Modname.java Inside my @Int public load() public class CommonProxyHarkenScythe { public void registerRenderThings() { //Server Ticker TickRegistry.registerTickHandler(new ServerTickHandlerHarkenScythe(), Side.SERVER); } public int addArmor(String armor) { return 0; //server doesn't care what the number is } public World getClientWorld() { return null; } public void registerRenderInformation() { } } my Client proxy clientProxy_Modname.java Inside my @Int public load() public class ClientProxyHarkenScythe extends CommonProxyHarkenScythe { @Override public void registerRenderThings() { MinecraftForgeClient.preloadTexture("/mod_HarkenScythe/HarkenScytheTex/HarkenScythes.png"); //Client Ticker TickRegistry.registerTickHandler(new ClientTickHandlerHarkenScythe(), Side.CLIENT); } @Override public int addArmor(String armor) { return RenderingRegistry.addNewArmourRendererPrefix(armor); } @Override public void registerRenderInformation() { RenderingRegistry.registerEntityRenderingHandler(EntityHSPotion.class, new RenderHSPotion(mod_HarkenScythe.HSSpectralHolyWater.getIconFromDamage(0))); } My custom Client ItemRender.java @SideOnly(Side.CLIENT) public class RenderHSPotion extends Render { /** * Have the icon index (in items.png) that will be used to render the image. Currently, eggs and snowballs uses this * classes. */ private int itemIconIndex; public RenderHSPotion(int par1) { this.itemIconIndex = par1; } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glScalef(0.5F, 0.5F, 0.5F); this.loadTexture("/mod_HarkenScythe/HarkenScytheTex/HarkenScythes.png"); Tessellator var10 = Tessellator.instance; if (EntityHSPotion.potionColor == 2)//this.itemIconIndex == 252) { int var11 = 5020082; float var12 = (float)(var11 >> 16 & 255) / 255.0F; float var13 = (float)(var11 >> 8 & 255) / 255.0F; float var14 = (float)(var11 & 255) / 255.0F; GL11.glColor3f(var12, var13, var14); GL11.glPushMatrix(); this.func_77026_a(var10, 141); GL11.glPopMatrix(); GL11.glColor3f(1.0F, 1.0F, 1.0F); } if (EntityHSPotion.potionColor == 13) { int var11 = 3368652; float var12 = (float)(var11 >> 16 & 255) / 255.0F; float var13 = (float)(var11 >> 8 & 255) / 255.0F; float var14 = (float)(var11 & 255) / 255.0F; GL11.glColor3f(var12, var13, var14); GL11.glPushMatrix(); this.func_77026_a(var10, 141); GL11.glPopMatrix(); GL11.glColor3f(1.0F, 1.0F, 1.0F); } this.func_77026_a(var10, this.itemIconIndex); GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } private void func_77026_a(Tessellator par1Tessellator, int par2) { float var3 = (float)(par2 % 16 * 16 + 0) / 256.0F; float var4 = (float)(par2 % 16 * 16 + 16) / 256.0F; float var5 = (float)(par2 / 16 * 16 + 0) / 256.0F; float var6 = (float)(par2 / 16 * 16 + 16) / 256.0F; float var7 = 1.0F; float var8 = 0.5F; float var9 = 0.25F; GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F); GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F); par1Tessellator.startDrawingQuads(); par1Tessellator.setNormal(0.0F, 1.0F, 0.0F); par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(0.0F - var9), 0.0D, (double)var3, (double)var6); par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(0.0F - var9), 0.0D, (double)var4, (double)var6); par1Tessellator.addVertexWithUV((double)(var7 - var8), (double)(var7 - var9), 0.0D, (double)var4, (double)var5); par1Tessellator.addVertexWithUV((double)(0.0F - var8), (double)(var7 - var9), 0.0D, (double)var3, (double)var5); par1Tessellator.draw(); } } As I said, everything renders correctly for single player, however on the server the colors inside the throwable items do not render T_T Found out the render is being called just fine, however my needed color varibles are not being loading correctly inside my Renderclass. going to play with it http://i715.photobucket.com/albums/ww155/JadeKnightblazer/AsgardShieldBannermain.png[/img]
November 13, 201212 yr One thing I figured out when I spawned my meteors in my mod was that not all the data server-side when an entity spawns is there. On the client, it just uses the regular world constructor for the entity. So that may be your issue. Look at the interface IEntityAdditionalSpawnData and that might fix your issue. Oh and Tinker, don't forget to put the RenderingRegistry in a client-sided proxy. You don't want the server to be rendering stuff.
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