M4thG33k Posted June 19, 2015 Posted June 19, 2015 Greetings! I have been Googling for a few hours now, but I haven't seemed to be able to find what I'm looking for here. I have a block/TE combination that has a custom render (via the TESR I created for it). I also have been able to render the Item when held by a player (by the use of a class which extends IItemRenderer), but nothing I've tried is able to render the block as an item in my inventory. (I don't have current code to show since I deleted everything that didn't work after multiple attempts). I don't necessarily need the 3D render of the block to show up in the inventory (that would be ideal), but I would like to get some sort of icon there so that the player know what they are holding. Does anyone know of any methods to accomplish this task? (Feel free to point me toward tutorials for this sort of thing that already exists if there are any.) Thanks in advance! Quote Able to differentiate the difference of a sum and an integral.
ItsAMysteriousYT Posted June 20, 2015 Posted June 20, 2015 What youll need is a class that can render a tileentity. For this i have written a GenericItemRender like this: package de.ItsAMysterious.mods.reallifemod.core.rendering.items; import static org.lwjgl.opengl.GL11.GL_LIGHTING; import static org.lwjgl.opengl.GL11.glDisable; import static org.lwjgl.opengl.GL11.glEnable; import static org.lwjgl.opengl.GL11.glPopMatrix; import static org.lwjgl.opengl.GL11.glPushMatrix; import static org.lwjgl.opengl.GL11.glRotated; import static org.lwjgl.opengl.GL11.glScaled; import static org.lwjgl.opengl.GL11.glTranslated; import static org.lwjgl.opengl.GL11.glTranslatef; import net.minecraft.client.renderer.tileentity.TileEntityRendererDispatcher; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraftforge.client.IItemRenderer; public class GenericBlockItemRenderer implements IItemRenderer { TileEntitySpecialRenderer render; private TileEntity entity; public GenericBlockItemRenderer(TileEntitySpecialRenderer render, TileEntity entity) { this.entity = entity; this.render = render; } @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) { if (type == IItemRenderer.ItemRenderType.ENTITY) glTranslatef(-0.5F, 0.0F, -0.5F); glPushMatrix(); //Do if-clauses here when an item should be scaled up or down, translated or rotated while being rendered TileEntityRendererDispatcher.instance.renderTileEntityAt(entity, 0.0D,0.0D, 0.0D, 0.0F); glPopMatrix(); } } To use this simply do this in your ClientProxy: MinecraftForgeClient.registerItemRenderer(Item.getItemFromBlock(YourBlock), new GenericBlockItemRenderer(new YourTileEntityRenderer(), new YourTileEntity())); Quote
M4thG33k Posted June 20, 2015 Author Posted June 20, 2015 Well, that fixed the issue of the item rendering when dropped on the ground (which I expected since we were only using the new class to render the item if the render type was ENTITY), but I still don't have the item being shown in my inventory. (The inventory space still looks blank.) I don't see how to adapt this to fix my issue... Quote Able to differentiate the difference of a sum and an integral.
Elix_x Posted June 20, 2015 Posted June 20, 2015 Well, that fixed the issue of the item rendering when dropped on the ground (which I expected since we were only using the new class to render the item if the render type was ENTITY), but I still don't have the item being shown in my inventory. (The inventory space still looks blank.) I don't see how to adapt this to fix my issue... It probably is rendered, but somewhere on other side of screen. In debug mode, open inventory with item and in rendertype.inventory - try to play with gl11.translated and gl11.scaled... Quote Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
M4thG33k Posted June 20, 2015 Author Posted June 20, 2015 I have placed a break point in the if-statement in which I am supposedly rendering the item in my inventory, but it does not catch until after I have dropped the item on the ground. @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { if (type == ItemRenderType.ENTITY) { //breakpoint here GL11.glTranslatef(-0.5f,0.0f,-0.5f); GL11.glPushMatrix(); //GL11.glScalef(1.0f,1.0f,1.0f); //GL11.glTranslatef(0.0f,0.0f,0.0f); TileEntityRendererDispatcher.instance.renderTileEntityAt(entity,0.0,0.0,0.0,0.0f); GL11.glPopMatrix(); } } Quote Able to differentiate the difference of a sum and an integral.
M4thG33k Posted June 20, 2015 Author Posted June 20, 2015 I added another if statement, checking if the RenderType was INVENTORY (after seeing that was a thing) and I think I can work from here. Thanks for the help! Quote Able to differentiate the difference of a sum and an integral.
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