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Posted

I am trying to render an item which is based off of another item, based on the items NBT data. In previous versions, I would have used an IItemRenderer, but that no longer seems to work.

 

So, is there a method which allows me to do this?

  • Author

Thank you for your help, I will look into these.

 

Is it possible to give an item a custom overlay (similar to enchanted item overlays) for specific layers?

 

Edit: And another thing: How can I get an item's ModelResourceLocation?

 

Edit 2: I am struggling to get ItemMeshDefinition to work.

 

Init event:

@EventHandler
public void init(FMLInitializationEvent event)
{
test = new TestItem();

if (event.getSide() == Side.CLIENT)
{
	ModelLoader.setCustomMeshDefinition(test, test);
}
}

 

TestItem:

public class TestItem extends Item implements ItemMeshDefinition
{

public TestItem()
{
	super();
                this.setUnlocalizedName("test");
	this.setCreativeTab(CreativeTabs.tabMaterials);

	GameRegistry.registerItem(this, "test");
}

@Override
public ModelResourceLocation getModelLocation(ItemStack stack)
{
	System.out.println("Test!");
	return new ModelResourceLocation("potato", "inventory");
}

}

 

Edit 3 (:P): I managed to get the issue to work, apparently you meant ItemModelMesher.register(Item, ItemMeshDefinition)

  • Author

Ah, sorry. I thought you had to do those in init.

 

But what about getting an item's ModelResourceLocation?

  • Author

ItemMeshDefinition returns a ModelResourceLocation, so can I get the ModelResourceLocation from an IBakedModel?

  • Author

I have an item, which contains NBT data about an ItemStack, and I wish to have the model of the item be the model that the NBT ItemStack would use. (Sorry for the bad explanation.)

 

Edit: How do I register an ISmartItemModel for my item?

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