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Posted

Hi, I need some help with this Tabula model, which I render in a TESR.

Basically, all the faces that should render in direction can only be seen from the opposite one (akin to what happens if, when using the WorldRenderer, you use an anti-clockwise order). I've tried moving some blocks inside Tabula and manually switching some parts in the class, but nothing changes. Can you help me?

 

The model class:

 

public class ModelFountain extends ModelBase {

    public ModelRenderer Bottom;

    public ModelRenderer WallA;

    public ModelRenderer WallB;

    public ModelRenderer WallC;

    public ModelRenderer WallD;

 

    public ModelFountain() {

        this.textureWidth = 128;

        this.textureHeight = 48;

        this.WallA = new ModelRenderer(this, 0, 30);

        this.WallA.setRotationPoint(17.0F, 12.0F, -13.0F);

        this.WallA.addBox(0.0F, 0.0F, 0.0F, 30, 12, 4, 0.0F);

        this.setRotateAngle(WallA, 0.0F, -1.5707963267948966F, 0.0F);

        this.Bottom = new ModelRenderer(this, 0, 0);

        this.Bottom.setRotationPoint(0.0F, 21.0F, 0.0F);

        this.Bottom.addBox(-13.0F, 0.0F, -13.0F, 26, 3, 26, 0.0F);

        this.WallB = new ModelRenderer(this, 0, 30);

        this.WallB.setRotationPoint(-17.0F, 12.0F, 13.0F);

        this.WallB.addBox(0.0F, 0.0F, 0.0F, 30, 12, 4, 0.0F);

        this.setRotateAngle(WallB, 0.0F, 1.5707963267948966F, 0.0F);

        this.WallD = new ModelRenderer(this, 0, 30);

        this.WallD.setRotationPoint(-13.0F, 12.0F, -17.0F);

        this.WallD.addBox(0.0F, 0.0F, 0.0F, 30, 12, 4, 0.0F);

        this.WallC = new ModelRenderer(this, 0, 30);

        this.WallC.setRotationPoint(13.0F, 12.0F, 17.0F);

        this.WallC.addBox(0.0F, 0.0F, 0.0F, 30, 12, 4, 0.0F);

        this.setRotateAngle(WallC, 0.0F, -3.141592653589793F, 0.0F);

    }

 

    @Override

    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {

        this.WallA.render(f5);

        this.Bottom.render(f5);

        this.WallB.render(f5);

        this.WallD.render(f5);

        this.WallC.render(f5);

    }

 

    /**

    * This is a helper function from Tabula to set the rotation of model parts

    */

    public void setRotateAngle(ModelRenderer modelRenderer, float x, float y, float z) {

        modelRenderer.rotateAngleX = x;

        modelRenderer.rotateAngleY = y;

        modelRenderer.rotateAngleZ = z;

    }

}

 

 

 

Pictures.

  • 2 weeks later...

Show your renderer class. Minecraft uses the GL scale function for fixing the "upside down" of models. You rescale it as -1,-1,1 to flip it without reversing the normals.

  • Author

Hey, following your instructions actually fixed it! Thanks alot :D

And sorry for the late response but I had kindof lost hope

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