Jump to content

[SOLVED] [1.8] Override ItemRenderer Help


EverythingGames

Recommended Posts

Can this interface, when implemented, be used to render the arm while holding an item? I looked at the methods and I am a bit confused at what this interface is purposely for, I haven't really heard of this before. Sorry if I was unclear, and thanks so much for the reply, I haven't had much help on this subject.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

Instead of making the arm a part of my model, how would I go about stopping the arm from de-rendering when an item is held? This is done in the vanilla map, as the player is holding the map with the hands rendered both right and left. I know how to translate / rotate / scale the arm in first person, I just need to know how to "keep" the arm when I am holding my item.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

Let's go back to what you said earlier - to render the arm with your model. My model is a .json item model, I need the arm to be rendered with it so that it appears the player is holding the item. Is this even possible with a .json model? Should I revert to techne and draw the model using regular code? It seems so simple, yet its not.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

Here's what I've tried:

public class NewItemRenderer implements IFlexibleBakedModel
{

//Yes
@Override
public boolean isAmbientOcclusion() 
{
	return true;
}

//Yes
@Override
public boolean isGui3d() 
{
	return true;
}

@Override
public boolean isBuiltInRenderer() 
{
	return false; //Built In Renderer?
}

@Override
public TextureAtlasSprite getTexture() 
{
	return null; //Icon texture but 3D in first person?
}

@Override
public ItemCameraTransforms getItemCameraTransforms() 
{
	return null; //Cannot return Transform Type?
}

@Override
public List<BakedQuad> getFaceQuads(EnumFacing side) 
{
	return null; //Return?
}

@Override
public List<BakedQuad> getGeneralQuads() 
{
	return null; //Return?
}

@Override
public VertexFormat getFormat()
    {
	return null; //Return?
}

}

 

I really appreciate your help!

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample

 

MBE14 and MBE15

 

Without GOOD knowledge of Java and minecraft model system itself it will take some time till you can do good with it. Even if you are good - this thing will take hours of testing to learn. (as always - look vanilla implementation). + Learn tesselator.

1.7.10 is no longer supported by forge, you are on your own.

Link to comment
Share on other sites

Knowing Java isn't the problem, I have that knowledge. Rendering on the other hand is something I need to learn more, rather a lot more, I myself am better with more functionality in code rather than the output in-game (rendering). Anyway, I really want this arm rendered with my model so bad!

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

Thanks everyone for the help, I'm just going to wait for the next Minecraft update, as they said they are majorly refactoring their code (probably removing obfuscated methods, params, etc.). Plus they are working on the rendering of a left hand so they must've cleared up the rendering code there. Nevertheless, I'll figure it out some way or another, again thanks for all the help, I'm going to close the topic by locking it and marking it as solved.

Development of Plugins [2012 - 2014] Development of Mods [2012 - Current]

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.


  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • My modded minecraft world don't go past 100% on the loading screen. My backup still work, but i've made a lot of progress from the point i was that save. i have already checked online and did some suggestions i found, but nothing worked. Here is my latest log + i don´t have crash reports: https://github.com/GmsantosPT/Minecraft-mod-problems/tree/main   Pls Help, Santos
    • Please share a link to your crash report, as explained in the FAQ
    • I have a block already registered in my mod, which I have used in some worlds. The problem arises when in code, I add a property called CURRENT_AGE, when running Minecraft it freezes. In the console it doesn't appear any excpetion except that it stays in this phase: [Render thread/DEBUG] [ne.mi.co.ca.CapabilityManager/CAPABILITIES]: Attempting to automatically register: Lnet/minecraftforge/items/IItemHandler; Does anyone have an idea what it could be? I show the block and its registration public class SoulLichenBlock extends MultifaceBlock implements SimpleWaterloggedBlock, EntityBlock { public static final BooleanProperty WATERLOGGED = BlockStateProperties.WATERLOGGED; public static final IntegerProperty SKILL_LEVEL = IntegerProperty.create("soullichen_level", 0, 30); public static final DirectionProperty FACE = DirectionProperty.create("soullichen_face"); public static final DirectionProperty DIRECTION = DirectionProperty.create("soullichen_direction"); public static final IntegerProperty CURRENT_AGE = BlockStateProperties.AGE_25; private final MultifaceSpreader spreader = new MultifaceSpreader(this); private final MultifaceSpreader.DefaultSpreaderConfig config = new MultifaceSpreader.DefaultSpreaderConfig(this); private LivingEntity owner; //private static final Integer MAX_AGE = 25; public SoulLichenBlock(Properties properties) { super(properties); this.registerDefaultState(this .defaultBlockState() .setValue(WATERLOGGED, Boolean.FALSE) .setValue(SKILL_LEVEL, 0) .setValue(FACE, Direction.DOWN) .setValue(DIRECTION, Direction.DOWN) .trySetValue(CURRENT_AGE, 0) ); } public static ToIntFunction<BlockState> emission(int p_181223_) { return (p_181221_) -> MultifaceBlock.hasAnyFace(p_181221_) ? p_181223_ : 0; } public static boolean hasFace(BlockState p_153901_, @NotNull Direction p_153902_) { BooleanProperty booleanproperty = getFaceProperty(p_153902_); return p_153901_.hasProperty(booleanproperty) && p_153901_.getValue(booleanproperty); } protected void createBlockStateDefinition(StateDefinition.@NotNull Builder<Block, BlockState> stateDefinition) { stateDefinition.add(WATERLOGGED).add(SKILL_LEVEL).add(FACE).add(DIRECTION).add(CURRENT_AGE); super.createBlockStateDefinition(stateDefinition); } public @NotNull BlockState updateShape(BlockState p_153302_, @NotNull Direction p_153303_, @NotNull BlockState p_153304_, @NotNull LevelAccessor p_153305_, @NotNull BlockPos p_153306_, @NotNull BlockPos p_153307_) { if (p_153302_.getValue(WATERLOGGED)) { p_153305_.scheduleTick(p_153306_, Fluids.WATER, Fluids.WATER.getTickDelay(p_153305_)); } return super.updateShape(p_153302_, p_153303_, p_153304_, p_153305_, p_153306_, p_153307_); } @SuppressWarnings("deprecation") public @NotNull FluidState getFluidState(BlockState fluidState) { return fluidState.getValue(WATERLOGGED) ? Fluids.WATER.getSource(false) : super.getFluidState(fluidState); } public boolean propagatesSkylightDown(BlockState p_181225_, @NotNull BlockGetter blockGetter, @NotNull BlockPos blockPos) { return p_181225_.getFluidState().isEmpty(); } public @NotNull MultifaceSpreader getSpreader() { return this.spreader; } public Optional<MultifaceSpreader.SpreadPos> spreadFromRandomFaceTowardRandomDirection( BlockState p_221620_, LevelAccessor p_221621_, BlockPos p_221622_, RandomSource p_221623_, int skillPoints, int age) { return Direction.allShuffled(p_221623_).stream().filter((p_221680_) -> { return this.config.canSpreadFrom(p_221620_, p_221680_); }).map((p_221629_) -> { return this.spreadFromFaceTowardRandomDirection(p_221620_, p_221621_, p_221622_, p_221629_, p_221623_, false, skillPoints, age); }).filter(Optional::isPresent).findFirst().orElse(Optional.empty()); } public Optional<MultifaceSpreader.SpreadPos> spreadFromFaceTowardRandomDirection( BlockState blockState, LevelAccessor levelAccessor, BlockPos blockPos, Direction face, RandomSource randomSource, boolean aBoolean, int skillPoints, int age) { return Direction.allShuffled(randomSource).stream().map((direction) -> spreadFromFaceTowardDirection(blockState, levelAccessor, blockPos, face, direction, aBoolean, skillPoints, age)) .filter(Optional::isPresent) .findFirst() .orElse(Optional.empty()); } public Optional<MultifaceSpreader.SpreadPos> spreadFromFaceTowardDirection( BlockState blockState, LevelAccessor levelAccessor, BlockPos blockPos, Direction face, Direction direction, boolean aBoolean, int skillPoints, int age) { //DevilRpg.LOGGER.debug("BEGIN ==================================== spreadFromFaceTowardDirection skillPoints {}", skillPoints); return skillPoints < 0 ? Optional.empty() : getSpreadFromFaceTowardDirection(blockState, levelAccessor, blockPos, face, direction, this::canSpreadInto) .flatMap((spreadPos) -> { //DevilRpg.LOGGER.debug("END ================================ spreadFromFaceTowardDirection spreadPos {}", spreadPos); return this.spreadToFace(levelAccessor, spreadPos, aBoolean, skillPoints, direction, age); }); } public boolean canSpreadInto(BlockGetter p_221685_, BlockPos p_221686_, MultifaceSpreader.SpreadPos p_221687_) { BlockState blockstate = p_221685_.getBlockState(p_221687_.pos()); return this.stateCanBeReplaced(p_221685_, p_221686_, p_221687_.pos(), p_221687_.face(), blockstate) && isValidStateForPlacement(p_221685_, blockstate, p_221687_.pos(), p_221687_.face()); } protected boolean stateCanBeReplaced(BlockGetter p_221688_, BlockPos p_221689_, BlockPos p_221690_, Direction p_221691_, BlockState p_221692_) { return p_221692_.isAir() || p_221692_.is(this) || p_221692_.is(Blocks.WATER) && p_221692_.getFluidState().isSource(); } public Optional<MultifaceSpreader.SpreadPos> getSpreadFromFaceTowardDirection(BlockState blockState, BlockGetter blockGetter, BlockPos blockPos, Direction face, Direction direction, MultifaceSpreader.SpreadPredicate spreadPredicate) { //DevilRpg.LOGGER.debug("--- getSpreadFromFaceTowardDirection direction.getAxis() == face.getAxis(): {}", direction.getAxis() == face.getAxis()); ArrayList<Direction> directions = new ArrayList<>(); directions.add(direction); if (direction.getAxis() == face.getAxis()) { if (direction.getAxis().isHorizontal()) { directions = Arrays.stream(Direction.values()).filter(dir -> dir.getAxis().isVertical()).collect(Collectors.toCollection(ArrayList::new)); } if (direction.getAxis().isVertical()) { directions = Arrays.stream(Direction.values()).filter(dir -> dir.getAxis().isHorizontal()).collect(Collectors.toCollection(ArrayList::new)); } } for (Direction directionElement : directions) { /*DevilRpg.LOGGER.debug("--->> getSpreadFromFaceTowardDirection config.isOtherBlockValidAsSource(blockState) {} || " + "hasFace(blockState, face) {} && " + "!hasFace(blockState, direction) {}", config.isOtherBlockValidAsSource(blockState), hasFace(blockState, face), !hasFace(blockState, directionElement));*/ if (config.isOtherBlockValidAsSource(blockState) || hasFace(blockState, face) && !hasFace(blockState, directionElement)) { for (MultifaceSpreader.SpreadType multifacespreader$spreadtype : config.getSpreadTypes()) { MultifaceSpreader.SpreadPos multifacespreader$spreadpos = multifacespreader$spreadtype.getSpreadPos(blockPos, directionElement, face); //DevilRpg.LOGGER.debug("--- test SpreadPos: {} direction {} face {} ", multifacespreader$spreadpos, directionElement, face); if (spreadPredicate.test(blockGetter, blockPos, multifacespreader$spreadpos)) { //DevilRpg.LOGGER.debug("--- spreadPredicate success:"); return Optional.of(multifacespreader$spreadpos); } } } } return Optional.empty(); } public boolean isValidStateForPlacement(@NotNull BlockGetter blockGetter, @NotNull BlockState blockState, @NotNull BlockPos blockPos, @NotNull Direction face) { //DevilRpg.LOGGER.debug("------ isValidStateForPlacement 1st condition: {} && ({} || {})", this.isFaceSupported(face), !blockState.is(this), !hasFace(blockState, face)); if (this.isFaceSupported(face) && (!blockState.is(this) || !hasFace(blockState, face))) { BlockPos blockpos = blockPos.relative(face); //DevilRpg.LOGGER.debug("------ isValidStateForPlacement 2nd condition: canAttachTo {} ", secondCondition); return canAttachTo(blockGetter, face, blockpos, blockGetter.getBlockState(blockpos)); } else { return false; } } @Nullable public BlockState getStateForPlacement(@NotNull BlockState blockState, @NotNull BlockGetter blockGetter, @NotNull BlockPos blockPos, @NotNull Direction face, int skillPoints, Direction direction, int age) { //DevilRpg.LOGGER.debug("--- getStateForPlacement"); boolean isNotValidStateForPlacement = !this.isValidStateForPlacement(blockGetter, blockState, blockPos, face); //DevilRpg.LOGGER.debug("------- isNotValidStateForPlacement: {}", isNotValidStateForPlacement); if (isNotValidStateForPlacement) { return null; } else { BlockState blockstate; if (blockState.is(this)) { blockstate = blockState; } else if (this.isWaterloggable() && blockState.getFluidState().isSourceOfType(Fluids.WATER)) { blockstate = this.defaultBlockState().setValue(BlockStateProperties.WATERLOGGED, Boolean.TRUE); } else { blockstate = this.defaultBlockState(); } //DevilRpg.LOGGER.debug("------- getStateForPlacement -> blockStateResult "); return blockstate .setValue(getFaceProperty(face), Boolean.TRUE) .setValue(SKILL_LEVEL, skillPoints).setValue(FACE, face) .setValue(DIRECTION, direction) .setValue(CURRENT_AGE,age) ; } } public Optional<MultifaceSpreader.SpreadPos> spreadToFace(LevelAccessor levelAccessor, MultifaceSpreader.SpreadPos spreadPos, boolean p_221596_, int skillPoints, Direction direction, int age) { BlockState blockstate = levelAccessor.getBlockState(spreadPos.pos()); //DevilRpg.LOGGER.debug("---> spreadToFace blockstate{} direction: {}", blockstate, direction); return this.placeBlock(levelAccessor, spreadPos, blockstate, p_221596_, skillPoints, direction, age) ? Optional.of(spreadPos) : Optional.empty(); } public boolean placeBlock(LevelAccessor p_221702_, MultifaceSpreader.SpreadPos p_221703_, BlockState p_221704_, boolean p_221705_, int skillPoints, Direction direction, int age) { //DevilRpg.LOGGER.debug("---> placeBlock {} direction {} ", p_221703_, direction); BlockState blockstate = this.getStateForPlacement(p_221704_, p_221702_, p_221703_.pos(), p_221703_.face(), skillPoints, direction, age); if (blockstate != null) { if (p_221705_) { p_221702_.getChunk(p_221703_.pos()).markPosForPostprocessing(p_221703_.pos()); } //DevilRpg.LOGGER.debug("------> setBlock"); return p_221702_.setBlock(p_221703_.pos(), blockstate, 2); } else { return false; } } public long spreadFromFaceTowardAllDirections( BlockState blockState, LevelAccessor levelAccessor, BlockPos blockPos, Direction face, boolean aBoolean, int skillPoints, int age) { return Direction.stream().map((p_221656_) -> spreadFromFaceTowardDirection(blockState, levelAccessor, blockPos, face, p_221656_, aBoolean, skillPoints, age)) .filter(Optional::isPresent).count(); } private boolean isWaterloggable() { return this.stateDefinition.getProperties().contains(BlockStateProperties.WATERLOGGED); } @Override public void setPlacedBy(@NotNull Level level, @NotNull BlockPos blockPos, @NotNull BlockState blockState, @Nullable LivingEntity livingEntity, @NotNull ItemStack itemStack) { super.setPlacedBy(level, blockPos, blockState, livingEntity, itemStack); this.setOwner(livingEntity); } public LivingEntity getOwner() { return this.owner; } private void setOwner(LivingEntity livingEntity) { this.owner = livingEntity; } @Deprecated @Override public void entityInside(@NotNull BlockState blockState, @NotNull Level level, @NotNull BlockPos blockPos, @NotNull Entity entity) { if (entity instanceof LivingEntity /*&& entity.getType() != EntityType.BEE*/ && entity.getType() != ModEntities.LICHEN_SEEDBALL.get()) { entity.makeStuckInBlock(blockState, new Vec3(0.8D, 0.75D, 0.8D)); if (!level.isClientSide /*&& (entity.xOld != entity.getX() || entity.zOld != entity.getZ())*/) { // double d0 = Math.abs(entity.getX() - entity.xOld); // double d1 = Math.abs(entity.getZ() - entity.zOld); // if (d0 >= (double) 0.003F || d1 >= (double) 0.003F) { entity.hurt(level.damageSources().playerAttack((Player) owner), 1.0F); // Aplicar aceleración al movimiento double speedBoost = -0.4; // Ajusta este valor según lo rápido que quieras que sea el impulso double motionX = entity.getX() - entity.xOld; double motionZ = entity.getZ() - entity.zOld; double speed = Math.sqrt(motionX * motionX + motionZ * motionZ); //if (speed > 0.0) { entity.setDeltaMovement(entity.getDeltaMovement().multiply( (motionX / speed) * speedBoost, 0.0, (motionZ / speed) * speedBoost )); // } //} } } } @Nullable @Override public BlockEntity newBlockEntity(@NotNull BlockPos pos, @NotNull BlockState state) { return ModEntityBlocks.SOUL_LICHEN_ENTITY_BLOCK.get().create(pos, state); } @Nullable @Override public <T extends BlockEntity> BlockEntityTicker<T> getTicker(Level level, @NotNull BlockState blockState, @NotNull BlockEntityType<T> type) { return level.isClientSide ? null : (alevel, pos, aBlockstate, blockEntity) -> { if (blockEntity instanceof SoulLichenBlockEntity soulLichenBlockEntity && alevel.getGameTime() % 5 == 0) { soulLichenBlockEntity.tick(blockState, (ServerLevel) alevel, pos, alevel.getRandom()); //DevilRpg.LOGGER.info("-------->tick. this: {}", this.getClass().getSimpleName()); } }; } }   This is the registration:   public final class ModBlocks { public static final DeferredRegister<Block> BLOCKS = DeferredRegister.create(ForgeRegistries.BLOCKS, DevilRpg.MODID); ... public static final RegistryObject<SoulLichenBlock> SOUL_LICHEN_BLOCK = BLOCKS.register("soullichen", () -> new SoulLichenBlock( Block.Properties.copy(Blocks.GLOW_LICHEN).lightLevel(SoulLichenBlock.emission(7)).randomTicks() )); }  
    • If you are using AMD/ATI, check for driver updates on their website - do not update via system
    • Hi, Create a new class that extends "Block" class and you need json for it in resources/assets/modid/blockstates directory and resources/assets/modid/models. You can generate json for it using a tool like misodes model generator. Here, atleast, are blocks explained at forge docs.  Don't forge to look at vanilla code, like Magma Block is a good reference if you're trying a "green fire block".  Modid should be replaced with your actual forge mod namespace!
  • Topics

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.