dev909 Posted July 21, 2015 Posted July 21, 2015 Hello possible saviors, I've been looking all over the forum, google, and src code for an answer but now I'm here. Ok here's what I'm trying to do: I want to be able to right click a block and render a new color on the block. So far I found two ways to possibly do this. The first way I found the method Block.recolorBlock(), which I think is the best way to go as I'm hoping that it will allow me to color per side (as its arg suggests) and that I can hopefully do it on any block. The second way was to create a custom block, override the color methods (getBlockColor(), getRenderColor(), colorMultiplier()), create a custom model that allows tinting (much like grass), and then when right click, of course change color. Preferably I would rather be able to set a custom color instead of using an enum for the recolorBlock() arg. I tried both ways and nothing has worked so far. Here's the codes: Method 1 (recolorBlock()): Item (foo): public class foo { public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ) { worldIn.getBlockState(pos).getBlock().recolorBlock(worldIn, pos, EnumFacing.UP, EnumDyeColor.RED); return true; } } Also tried the opposite way, using onBlockActivated() instead of onItemUse() Block (foobarBlock): public class foobarBlock extends Block { public foobarBlock() { super(Material.wood); // TODO Auto-generated constructor stub } public void onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer player) { BlockPos pos = new BlockPos(par2,par3,par4); this.recolorBlock(par1World, pos, EnumFacing.UP, EnumDyeColor.RED); } } Method 2 (Custom blocks): Block (foorbarBlock): public class foobarBlock extends Block { private int blockColor; public foobarBlock() { super(Material.wood); //set blockColor to a sample color (teal, cyanish) blockColor = 65535; // TODO Auto-generated constructor stub } public void setBlockColor(int color) { this.blockColor = color; } @SideOnly(Side.CLIENT) public int getBlockColor() { return this.blockColor; } @SideOnly(Side.CLIENT) public int getRenderColor(IBlockState state) { return this.getBlockColor(); } @SideOnly(Side.CLIENT) public int colorMultiplier(IBlockAccess worldIn, BlockPos pos, int renderPass) { return this.getBlockColor(); } } Item (foo): public class foo { public boolean onItemUse(ItemStack stack, EntityPlayer playerIn, World worldIn, BlockPos pos, EnumFacing side, float hitX, float hitY, float hitZ) { if (worldIn.getBlockState(pos).getBlock() == Blocks.foobar) { foobarBlock block = (foobarBlock) worldIn.getBlockState(pos).getBlock(); //set block to a red block.setBlockColor(16711680); return true; } else { return false; } } } Quote
coolAlias Posted July 21, 2015 Posted July 21, 2015 Blocks are singletons, so you cannot store any state information in the block class - if you change the color of one block, you've changed the color for ALL of those blocks. To have independent block information, you need to use metadata (if possible values are between 0 and 15) or a TileEntity. In your case, since you are storing color, you will want a TileEntity. Then you can return the color value from the TE for the Block using getColorMultiplier: @Override @SideOnly(Side.CLIENT) public int colorMultiplier(IBlockAccess world, BlockPos pos, int renderPass) { TileEntity te = world.getTileEntity(te); if (te instanceof YourTileEntity) { return ((YourTileEntity) te).getCustomColorMultiplier(renderPass); } return super.colorMultiplier(world, pos, renderPass); } Doesn't have a side argument, but you can look around in the Block class and see if you can find any color methods that take both a BlockPos (to get the TileEntity) and the EnumFacing (for the side). Quote http://i.imgur.com/NdrFdld.png[/img]
Elix_x Posted July 21, 2015 Posted July 21, 2015 Your method with new customblock and tileentity may and will work, but it will not support some modded blocks/blocks with tile entities. --- So yeah, it depends on what you want to achieve. New block and tile entity method is most simple one in both coding, and using. It will be compatible with ~95% modded blocks. One thing i may reccomend is following: when your block is rendered, render "original" block on it's place. Because recoloring will happen before model is rendered. For that, i think, you will have to use ISmartBlockModel. Like that your block will be able to take model of torches, fences, stairs, even other "smart" models... As far as i know, that is only color method (one suggested by coolAlias) that has at least world and block position. I don't know any with EnumFacing... Again - I... Maybe you will find them... Good luck! Quote Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
dev909 Posted April 7, 2016 Author Posted April 7, 2016 Sorry for dragging up an old thread, but I haven't really had much time to code within the last couple months or so. Anyways I got a tile entity working for what I need, such as that I can right click a block and change its color in real time. Yay! I'm using just one int variable in the TE (color) and for the nbt compound and it works great. Blocks get updated right away with the right color, and only blocks that are clicked. However if I want to expand functionality from just one color, to three values (as in red, green, and blue variables) I get problems. I have tried two different methods that are not really that different from each other. I tried created an int array in the TE, and use int array for the nbt data, and I have tried storing three ints in the nbt data. I have updated the relevant classes for both approaches. No matter which one I choose, whenever I'm in game, if I place multiple blocks down, and right click just ONE, all the blocks get updated. Almost as if the block is acting as a singleton again and not having their own separate entities. Any clues? Quote
Choonster Posted April 7, 2016 Posted April 7, 2016 Post your new code. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
dev909 Posted April 7, 2016 Author Posted April 7, 2016 Post your new code. Right...forgot about that.. Here's the relevant classes. The approach is to use an int array. Code flow is paintcan: set paintbrush color -> block: get color from paintbrush -> tileentity: get color from block, update -> block: render new color. COBlock.java @Override public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) { System.out.println("> onblockactivated"); if (ItemStack.areItemsEqual(playerIn.getCurrentEquippedItem(), new ItemStack(ColoramaReg.COPaintbrush))) { System.out.println("> objects are equal"); TileEntity te = worldIn.getTileEntity(pos); System.out.println("> got tileentity"); if (te instanceof COBlock_TE) { COBlock_TE tile = (COBlock_TE)te; NBTTagCompound nbtTagCompound = playerIn.getCurrentEquippedItem().getTagCompound(); if (nbtTagCompound != null && nbtTagCompound.hasKey("rgb")) { int[] rgb = nbtTagCompound.getIntArray("rgb"); tile.setColor(rgb[0], rgb[1], rgb[2]); tile.getWorld().markBlockForUpdate(pos); System.out.println("> color changed"); return true; } else { return false; } } } return false; } COBlock_TE.java public class COBlock_TE extends TileEntity { private static final int[] DEFAULT_RGB = {255,255,255}; private int[] RGB = DEFAULT_RGB; public int getColor() {return convertToInt(RGB[0],RGB[1],RGB[2]);} public void setColor(int r, int g, int b) { this.RGB[0] = r; this.RGB[1] = g; this.RGB[2] = b; } public static int convertToInt(int r, int g, int b) {return (r*65536)+(g*256)+b;} @Override public Packet getDescriptionPacket() { NBTTagCompound nbtTagCompound = new NBTTagCompound(); writeToNBT(nbtTagCompound); int metadata = getBlockMetadata(); return new S35PacketUpdateTileEntity(this.pos, metadata, nbtTagCompound); } @Override public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity pkt) { readFromNBT(pkt.getNbtCompound()); } @Override public void writeToNBT(NBTTagCompound parentNBTTagCompound) { super.writeToNBT(parentNBTTagCompound); parentNBTTagCompound.setIntArray("rgb", RGB); } @Override public void readFromNBT(NBTTagCompound parentNBTTagCompound) { super.readFromNBT(parentNBTTagCompound); int[] rgbIn = DEFAULT_RGB; if (parentNBTTagCompound.hasKey("rgb")) { rgbIn = parentNBTTagCompound.getIntArray("rgb"); } RGB = rgbIn; } } COBlockPaintcan.java @Override public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumFacing side, float hitX, float hitY, float hitZ) { System.out.println("> onblockactivated"); if (ItemStack.areItemStacksEqual(playerIn.getCurrentEquippedItem(), new ItemStack(ColoramaReg.COPaintbrush))) { System.out.println("> objects are equal"); NBTTagCompound nbtTagCompound = playerIn.getCurrentEquippedItem().getTagCompound(); System.out.println("> nbt tag...."); if (nbtTagCompound == null) { nbtTagCompound = new NBTTagCompound(); playerIn.getCurrentEquippedItem().setTagCompound(nbtTagCompound); System.out.println("> nbt tag created"); } nbtTagCompound.setIntArray("rgb", new int[]{255,0,0}); System.out.println("> nbt tag COLOR set to 255,0,0"); } return false; } Quote
Choonster Posted April 7, 2016 Posted April 7, 2016 private static final int[] DEFAULT_RGB = {255,255,255}; private int[] RGB = DEFAULT_RGB; You haven't created a new array for RGB here, it's pointing to the same array as DEFAULT_RGB . Any changes made through RGB will be visible from DEFAULT_RGB and the RGB field of all other instances of this class. Either create the default array in the RGB field's initialiser or use Arrays.copyOf to create a copy of the DEFAULT_RGB array and assign this to RGB . Edit: Add missing closing tag. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
dev909 Posted April 7, 2016 Author Posted April 7, 2016 Ah, works now. Thank you so much! Out of curiosity the missing closing tag you edited about...is that something I should know for nbt, or is it just something that was missing like /code] in your post? Quote
Choonster Posted April 7, 2016 Posted April 7, 2016 Ah, works now. Thank you so much! Out of curiosity the missing closing tag you edited about...is that something I should know for nbt, or is it just something that was missing like /code] in your post? It was a missing [nobbc][/quote][/nobbc] tag in my post, nothing to do with the code. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
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