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Custom textures for every ModelRenderer


Stjubit
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Hello,

 

In my model class (extends ModelBase), I have a few ModelRenderer objects (for every cube in the model). For now, I have the texture for all of them in one file. (Like the chest's normal.png). But the problem is, that I need to change the texture of 4 ModelRenderers by the current state of the Block. That means, that there are 16 different possibilities the texture can be. If I could seperate the textures of this 4 ModelRenderers, I would only need 3 textures for this block. (1 for the other ModelRenderer's and 2 for the states ON/OFF for the 4 ModelRenderers)

 

Is there a way I could do this? I've looked into the TileEntitySpecialRenderer class, but the texture is bind with this.bindTexture(..) and I can't figure out how to seperate it.

 

Thanks,

Julian  ;)

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Thank you for your answer, but I can't figure out how to do this.

 

This is my model-class: I want to give Layer1 - Layer4 custom textures.

 

 

public class ModelWirelessReceiver extends ModelBase
{
    ModelRenderer Bottom;
    ModelRenderer Torch;
    ModelRenderer Layer1;
    ModelRenderer Layer2;
    ModelRenderer Layer3;
    ModelRenderer Layer4;

    public ModelWirelessReceiver()
    {
        this( 0.0f );
    }

    public ModelWirelessReceiver( float par1 )
    {
        Bottom = new ModelRenderer( this, 0, 0 );
        Bottom.setTextureSize( 256, 256 );
        Bottom.addBox( -8F, -1F, -8F, 16, 2, 16);
        Bottom.setRotationPoint( 0F, 23F, 0F );
        Torch = new ModelRenderer( this, 0, 19 );
        Torch.setTextureSize( 256, 256 );
        Torch.addBox( -1F, -5F, -1F, 2, 10, 2);
        Torch.setRotationPoint( 0F, 18F, 0F );
        Layer1 = new ModelRenderer( this, 9, 19 );
        Layer1.setTextureSize( 256, 256 );
        Layer1.addBox( -1F, -0.5F, -3F, 2, 1, 6);
        Layer1.setRotationPoint( 0F, 22F, 4F );
        Layer2 = new ModelRenderer( this, 26, 19 );
        Layer2.setTextureSize( 256, 256 );
        Layer2.addBox( -1F, -0.5F, -3F, 2, 1, 6);
        Layer2.setRotationPoint( 0F, 22F, -4F );
        Layer3 = new ModelRenderer( this, 9, 27 );
        Layer3.setTextureSize( 256, 256 );
        Layer3.addBox( -3F, -0.5F, -1F, 6, 1, 2);
        Layer3.setRotationPoint( 4F, 22F, 0F );
        Layer4 = new ModelRenderer( this, 26, 27 );
        Layer4.setTextureSize( 256, 256 );
        Layer4.addBox( -3F, -0.5F, -1F, 6, 1, 2);
        Layer4.setRotationPoint( -4F, 22F, 0F );
    }

   public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
   {
        Bottom.rotateAngleX = 0F;
        Bottom.rotateAngleY = 0F;
        Bottom.rotateAngleZ = 0F;
        Bottom.renderWithRotation(par7);

        Torch.rotateAngleX = 0F;
        Torch.rotateAngleY = 0F;
        Torch.rotateAngleZ = 0F;
        Torch.renderWithRotation(par7);

        Layer1.rotateAngleX = 0F;
        Layer1.rotateAngleY = 0F;
        Layer1.rotateAngleZ = 0F;
        Layer1.renderWithRotation(par7);

        Layer2.rotateAngleX = 0F;
        Layer2.rotateAngleY = 0F;
        Layer2.rotateAngleZ = 0F;
        Layer2.renderWithRotation(par7);

        Layer3.rotateAngleX = 0F;
        Layer3.rotateAngleY = 0F;
        Layer3.rotateAngleZ = 0F;
        Layer3.renderWithRotation(par7);

        Layer4.rotateAngleX = 0F;
        Layer4.rotateAngleY = 0F;
        Layer4.rotateAngleZ = 0F;
        Layer4.renderWithRotation(par7);

    }

}

 

 

 

...and this is my TileEntitySpecialRenderer-class:

 

 

public class WirelessReceiverRenderer extends TileEntitySpecialRenderer
{
    ModelWirelessReceiver mwr;
    ResourceLocation north = new ResourceLocation(Constants.MODID+":textures/blocks/WirelessReceiver_north.png");
    ResourceLocation east = new ResourceLocation(Constants.MODID+":textures/blocks/WirelessReceiver_east.png");
    ResourceLocation south = new ResourceLocation(Constants.MODID+":textures/blocks/WirelessReceiver_south.png");
    ResourceLocation west = new ResourceLocation(Constants.MODID+":textures/blocks/WirelessReceiver_west.png");

    public WirelessReceiverRenderer()
    {
        mwr = new ModelWirelessReceiver();
    }

    @Override
    public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale)
    {
        GL11.glPushMatrix();
        GL11.glTranslated(x + 0.5f, y + 1.5f, z + 0.5f);
        GL11.glRotated(180, 0, 0, 1);
        if(te instanceof WirelessReceiverTileEntity)
        {
            switch(((WirelessReceiverTileEntity)te).getFacingSide())
            {
                case 0: this.bindTexture(north); break;
                case 1: this.bindTexture(east); break;
                case 2: this.bindTexture(south); break;
                case 3: this.bindTexture(west); break;
                default: this.bindTexture(north);
            }
        }
        this.mwr.render((Entity) null, 0, -0.1f, 0, 0, 0, 0.0625f);
        GL11.glPopMatrix();
    }
}

 

 

 

Do you mean that I have to call the render()-method for each ModelRenderer instead of the whole class? But If I do so, I can't use this.bindTexture(...), or am i missunderstanding something?

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In the time I tried to do it like you described I found another way to do it, which may be a little bit easier, but I have a bit of a problem.

 

I tried to change the texture offset based on the actual state, which should work fine, but it doesn't. The crazy thing about it is, that it changes the texture offset correctly to the coordinates I want to, but it won't be shown.

 

Is there something like an update function or something like that?

 

Here is my code:

 

 

this.bindTexture(TEXTURE);

        if(te instanceof WirelessReceiverTileEntity)
        {
            WirelessReceiverTileEntity wrte = (WirelessReceiverTileEntity) te;

            // NORTH
            if(wrte.isRedstonesignal(3))
            {
                Layer1.setTextureOffset(26, 19);
            }
            else
            {
                Layer1.setTextureOffset(9, 19);
            }

            // SOUTH
            if(wrte.isRedstonesignal(2))
            {
                Layer2.setTextureOffset(26, 19);
            }
            else
            {
                Layer2.setTextureOffset(9, 19);
            }

            // EAST
            if(wrte.isRedstonesignal(4))
            {
                Layer3.setTextureOffset(26, 27);
            }
            else
            {
                Layer3.setTextureOffset(9, 27);
            }

            // WEST
            if(wrte.isRedstonesignal(5))
            {
                Layer4.setTextureOffset(26, 27);
            }
            else
            {
                Layer4.setTextureOffset(9, 27);
            }
        }
        
        Bottom.renderWithRotation(0.0625f);
        Torch.renderWithRotation(0.0625f);
        Layer1.renderWithRotation(0.0625f);
        Layer2.renderWithRotation(0.0625f);
        Layer3.renderWithRotation(0.0625f);
        Layer4.renderWithRotation(0.0625f);

 

 

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Nope, I'm doing that correctly. I debugged the mod and it sets the values correctly.

 

I googled my new problem a little bit and it seems that it doesn't work because of an bug. So I've got a new idea:

 

Making 2 ModelRenderers for every Layer like that:

- Layer1ON

- Layer1OFF

- Layer2ON

- .....

 

...and setting different texture offsets in the constructor. Then in the render method I will just render the right on ON or OFF.

 

I hope that works

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Time: 24/01/22 01:42 Description: Ticking memory connection java.lang.NullPointerException: Ticking memory connection     at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)     at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212)     at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)     at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)     at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)     at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)     at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)     at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace:     at cpw.mods.fml.common.network.internal.FMLProxyPacket.func_148833_a(FMLProxyPacket.java:101)     at net.minecraft.network.NetworkManager.func_74428_b(NetworkManager.java:212) -- Ticking connection -- Details:     Connection: net.minecraft.network.NetworkManager@1468787f Stacktrace:     at net.minecraft.network.NetworkSystem.func_151269_c(NetworkSystem.java:165)     at net.minecraft.server.MinecraftServer.func_71190_q(MinecraftServer.java:659)     at net.minecraft.server.MinecraftServer.func_71217_p(MinecraftServer.java:547)     at net.minecraft.server.integrated.IntegratedServer.func_71217_p(IntegratedServer.java:186)     at net.minecraft.server.MinecraftServer.run(MinecraftServer.java:427)     at net.minecraft.server.MinecraftServer$2.run(MinecraftServer.java:685) -- System Details -- Details:     Minecraft Version: 1.7.10     Operating System: Windows 7 (amd64) version 6.1     Java Version: 1.8.0_51, Oracle Corporation     Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation     Memory: 963078048 bytes (918 MB) / 1442840576 bytes (1376 MB) up to 4294967296 bytes (4096 MB)     JVM Flags: 8 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx4G -XX:+UnlockExperimentalVMOptions -XX:+UseG1GC -XX:G1NewSizePercent=20 -XX:G1ReservePercent=20 -XX:MaxGCPauseMillis=50 -XX:G1HeapRegionSize=32M     AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used     IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94     FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_U_E7 59 mods loaded, 59 mods active     States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored     UCHIJAAAA    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)      UCHIJAAAA    FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)      UCHIJAAAA    Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)      UCHIJAAAA    CodeChickenCore{1.0.7.48} [CodeChicken Core] (minecraft.jar)      UCHIJAAAA    NotEnoughItems{1.0.5.120} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.5.120-universal.jar)      UCHIJAAAA    FoamFixCore{1.0.0} [FoamFixCore] (minecraft.jar)      UCHIJAAAA    debug{1.0} [debug] (Dense-Ores-Mod-1.7.10.jar)      UCHIJAAAA    betterloadingscreen{1.3.2} [Better Loading Screen] (Better-Loading-Screen-Mod-1.7.10.jar)      UCHIJAAAA    Billund{1.0.0} [CCMODNAME] (Billund-Mod-1.7.10.jar)      UCHIJAAAA    BiomesOPlenty{2.1.0} [Biomes O' Plenty] (Biomes-O-Plenty-Mod-1.7.10.jar)      UCHIJAAAA    blockarmor{1.1} [Block Armor] (Block-Armor-Mod-1.7.10.jar)      UCHIJAAAA    ChunkAnimator{@VERSION@} [Chunk Animator] (Chunk-Animator-Mod-1.7.10.jar)      UCHIJAAAA    colorfularmor{1.7.10-2.6} [Colorful Armor] (Colorful-Armor-Mod-1.7.10.jar)      UCHIJAAAA    CoroAI{v1.0} [CoroAI] (CoroUtil-1.7.10.jar)      UCHIJAAAA    BuildMod{v1.0} [Build Mod] (CoroUtil-1.7.10.jar)      UCHIJAAAA    CoroPets{v1.0} [CoroPets] (CoroUtil-1.7.10.jar)      UCHIJAAAA    ExtendedRenderer{v1.0} [Extended Renderer] (CoroUtil-1.7.10.jar)      UCHIJAAAA    ConfigMod{v1.0} [Extended Mod Config] (CoroUtil-1.7.10.jar)      UCHIJAAAA    DayZ{1.0} [DayZ Minecraft] (DayZ-Mod-1.7.10.jar)      UCHIJAAAA    deathquotes{1.0.1} [Death Quotes] (Death-Quotes-Mod-1.7.10.jar)      UCHIJAAAA    DeeperCaves{0.2.2} [DeeperCaves] (Deeper-Caves-Mod-1.7.10.jar)      UCHIJAAAA    discordchat{2.3.0} [Discord Chat] (DiscordChat-1.7.10-2.3.0.jar)      UCHIJAAAA    enviromine{1.3.124} [EnviroMine] (EnviroMine-1.3.124.jar)      UCHIJAAAA    foamfix{@VERSION@} [FoamFix] (FoamFix-1.7.10-universal-1.0.0.jar)      UCHIJAAAA    FpsReducer{mc1.7.10-1.10.3} [FPS Reducer] (FPS-Reducer-Mod-1.7.10.jar)      UCHIJAAAA    grapplemod{1.7.10-v10} [Grappling hook mod] (Grappling-Hook-Mod-1.7.10.jar)      UCHIJAAAA    GunCus{1.7.10-3.50.0.-} [Gun Customization] (Gun-Customization-Mod-1.7.10.jar)      UCHIJAAAA    howlingmoon{1.1.1} [Howling Moon] (Howling-Moon-Mod-1.7.10.jar)      UCHIJAAAA    iChunUtil{4.2.3} [iChunUtil] (iChun-Util-Mod-1.7.10.jar)      UCHIJAAAA    IronChest{6.0.60.741} [Iron Chest] (Iron-Chests-Mod-1.7.10.jar)      UCHIJAAAA    journeymap{5.1.4p2} [JourneyMap] (journeymap-1.7.10-5.1.4p2-unlimited.jar)      UCHIJAAAA    KeepingInventory{2.1} [Keeping Inventory] (Keeping-Inventory-Mod-1.7.10.jar)      UCHIJAAAA    levelup{0.10} [Level Up!] (Level-Up-Mod-1.7.10.jar)      UCHIJAAAA    lootplusplus{0.24_for_1.7} [Loot++] (Loot-Plus-Plus-Mod-1.7.10.jar)      UCHIJAAAA    ThinkBigCore{1.4} [§5§m===§r §e§lThink Big Core §5§m===§r] (Think-Big-Core-1.7.10.jar)      UCHIJAAAA    LOT{1.2} [§9§lLots of Things] (Lots-of-Things-Mod-1.7.10.jar)      UCHIJAAAA    lucky{5.1.0} [Lucky Block] (Lucky-Block-Mod-1.7.10.jar)      UCHIJAAAA    malisiscore{1.7.10-0.14.3} [MalisisCore] (MalisisCore-1.7.10.jar)      UCHIJAAAA    JoypadSplitscreenMod{1.7.10-0.22} [Joypad / SplitScreen Mod] (MCJoypad-Mod-1.7.10.jar)      UCHIJAAAA    mopickaxes{630} [Mo' Pickaxes] (Mo-Pickaxes-Mod-1.7.10.jar)      UCHIJAAAA    MobDismemberment{4.0.0} [MobDismemberment] (Mob-Dismemberment-Mod-1.7.10.jar)      UCHIJAAAA    mobopt{0.9} [Mob Options] (Mob-Options-Mod-1.7.10.jar)      UCHIJAAAA    MFQM{1.0.5.1} [More Fun Quicksand Mod] (More-Fun-Quicksand-Mod-1.7.10.jar)      UCHIJAAAA    MoreFurnaces{1.3.9} [More Furnaces] (More-Furnaces-Mod-1.7.10.jar)      UCHIJAAAA    MSM3{3.0.0d} [More Swords 3] (More-Swords-Mod-1.7.10.jar)      UCHIJAAAA    MoreWolvesMod{1.6.2} [MoreWolvesMod] (More-Wolves-Mod-1.7.10.jar)      UCHIJAAAA    Morpheus{1.7.10-1.6.21} [Morpheus] (Morpheus-Mod-1.7.10.jar)      UCHIJAAAA    AS_MultiMine{1.4.3} [Multi Mine] (Multi-Mine-Mod-1.7.10.jar)      UCHIJAAAA    mw{1.11.7.7} [Modern Warfare] (mw-1.11.7.7_mc1.7.10.jar)      UCHIJAAAA    Neat{GRADLE:VERSION-GRADLE:BUILD} [Neat] (Neat-Mod-1.7.10.jar)      UCHIJAAAA    oreexcavation{1.1.134} [OreExcavation] (Ore-Excavation-Mod-1.7.10.jar)      UCHIJAAAA    ProjectE{1.7.10-PE1.10.1} [ProjectE] (ProjectE-Mod-1.7.10.jar)      UCHIJAAAA    thercmod{3.1.0.0} [The RC Mod] (The-RC-Mod-1.7.10.jar)      UCHIJAAAA    TwoGraves{1710.1.0} [Graves] (TwoGraves-Mod-1.7.10.jar)      UCHIJAAAA    wallcraftmod{1.0} [wallcraftmod] (Wallcraft-Mod-1.7.10.jar)      UCHIJAAAA    waystones{1.0.12} [Waystones] (Waystones-Mod-1.7.10.jar)      UCHIJAAAA    ZAMod{v1.10} [Zombie Awareness] (Zombie-Awareness-Mod-1.7.10.jar)      UCHIJAAAA    ZombieInfection{@VERSION@} [Zombie Infection] (Zombie-Infection-Mod-1.7.10.jar)      UCHIJAAAA    denseores{1.0} [Dense Ores] (Dense-Ores-Mod-1.7.10.jar)      GL info: ~~ERROR~~ RuntimeException: No OpenGL context found in the current thread.     Profiler Position: N/A (disabled)     Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used     Player Count: 1 / 8; [EntityPlayerMP['Fauxy20'/234, l='TTTTTTTTTTTTT MEU delete dps', x=11,50, y=89,00, z=25,50]]     Type: Integrated Server (map_client.txt)     Is Modded: Definitely; Client brand changed to 'fml,forge'     OptiFine Version: OptiFine_1.7.10_HD_U_E7     Render Distance Chunks: 2     Mipmaps: 0     Anisotropic Filtering: 1     Antialiasing: 0     Multitexture: false     Shaders: null     OpenGlVersion: 2.1.0 - Build 8.15.10.2900     OpenGlRenderer: Intel(R) HD Graphics     OpenGlVendor: Intel     CpuCount: 4
    • Hello, i've had this happen today with the appleskin mod particularly, i had been able to play without any major issues, however when i attempted to launch today, i keep getting the following error: "AppleSkin (appleskin) has failed to load correctly java.lang.reflect.InvocationTargetException: null" Here's a paste of the crash report And here's a paste of the latest log to be noted, my game has been extremely laggy and crashing quite often (although i assume its because of the mods, which are many, despite them being mostly QoL stuff)  any help would be welcome, thank you very much!
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