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[1.7.10] How to make Multi-Layered Textures like Tinkers Construct?


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Posted

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

I've tried it, but it returns just a blank Item

 

package me.benfah.benfahsmod.items.pyrosword;

import java.util.Collection;
import java.util.HashMap;
import java.util.List;








import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.SharedMonsterAttributes;
import net.minecraft.entity.ai.attributes.AttributeModifier;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.item.ItemSword;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.DamageSource;
import net.minecraft.util.IIcon;
import net.minecraft.util.MathHelper;
import net.minecraftforge.client.IItemRenderer;
import me.benfah.benfahsmod.Reference;

import com.google.common.collect.Multimap;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

public class ItemPyroSword extends ItemSword{






public ItemPyroSword(ToolMaterial material) {
	super(material);
	this.setUnlocalizedName("pyro_sword");
	this.setTextureName(Reference.MOD_ID + ":pyro_sword");
}






@Override
public void addInformation(ItemStack stack, EntityPlayer playerIn, List tooltip, boolean advanced) {
	// TODO Auto-generated method stub
}
@Override
public int getColorFromItemStack(ItemStack stack, int renderPass) {


	return super.getColorFromItemStack(stack, renderPass);
}



private HashMap<String, IIcon> textures = new HashMap<String, IIcon>();


private IIcon sword;
private IIcon overlay;


@Override
public IIcon getIcon(ItemStack stack, int pass)
    {
	IIcon i = itemIcon;
	if(pass == 0) {
		if(stack.stackTagCompound == null) {
			return itemIcon;
		}
		i = (IIcon) textures.get(stack.stackTagCompound.getString("icon").toLowerCase());
		if(i == null) {
			i = itemIcon;
		}
	}
	else {
		if(stack.stackTagCompound == null) {
			return (IIcon) textures.get("overlay_upgrade1");

		}
		i = (IIcon) textures.get("overlay_"+stack.stackTagCompound.getString("icon").toLowerCase());
		if(i == null) {
			i = (IIcon) textures.get("overlay_upgrade1");
		}
	}
	return i;
    }





@Override
public IIcon getIconFromDamageForRenderPass(int damage, int pass) {
	if(pass == 0) {
		return this.sword;
	}
	else {
		return this.overlay;
	}
}
@SideOnly(Side.CLIENT)
@Override
public int getRenderPasses(int metadata) {

	return 0;
}

@SideOnly(Side.CLIENT)
@Override
public boolean requiresMultipleRenderPasses()
{
	return true;
}

@Override
public void registerIcons(IIconRegister i) {

	this.sword = i.registerIcon(Reference.MOD_ID + ":pyro_sword");	
	this.overlay = i.registerIcon(Reference.MOD_ID + ":" + "pyro_sword_t1");

	textures.put("overlay_upgrade1", overlay);

}




}

 

Do anybody know what's wrong?

Posted

Your code never sets the NBT tag to have a value for "icon"

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Well, insert some debugging statements and figure out what the program is doing.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Ok, I figured out the problem, but i don't know how to fix it. It seems that the renderPass is the problem, because it renders anything fine "if(pass == 0)", but "if(pass == 1)" just get not called or something like that, pls help :(

Posted

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

Ok, I've fixed it, but another problem occurs, "if(pass == 2)" get not called. Do you know why the problem occurs?

 

There are only two passes: pass 0 and pass 1.

Pass 2 will never happen.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

Posted

I read code of other render classes like EnderZoo, it was inverted. in first Person, It got rendered like I want. but in the inventory it use just two render passes.

I've tried other things in the handleRenderType Method. But it don't work

Posted

I can't show you code, because I have no. In the handleRenderType method I've tried other things "returnType == || type == ItemRenderType.EQUIPPED ItemRenderType.INVENTORY;" but that not worked

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