Jump to content

[1.7.10]Newly Modded Saplings don't Render Properly at a Distance [SOLVED]


Harblez

Recommended Posts

Hi guys! I'm fairly new to modding (started only three days ago!), and I'm having some issues with my current project-- it may also be of note that I'm not proficient in Java. Anyway, my problem that is impeding any more progress on my current project is that at a distance of ~4 blocks (changes with time of day), my saplings do not render properly and seemingly twist around the center of the block. If anyone can provide some assistance, I would greatly appreciate it! I'll also attach the code for one of the saplings as well as an image for reference. Thanks in advance!

 

 

Normal: http://imgur.com/ewJEaEi

Blurry: http://imgur.com/XbiXcEk

http://pastebin.com/cgtBXYtk

 

Edit: a word.

Link to comment
Share on other sites

Java != Javascript

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.

Link to comment
Share on other sites

Are you sure your texture is 16x16? The image is not blury. You can get that effect (Slanted image) if the width of the texture you send to the graphics card is a number that isn't divisible by 4(As it expects it to be 16x16 and you have sent a say 15x16 so it uses the first pixel of the 2nd line as the last pixel of the first line, etc). All of the icon textures in your mod should be 16x16.

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • So the default PlayerModel contains this code here to set the players arms to slim   if (pSlim) { $$3.addOrReplaceChild("left_arm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("right_arm", CubeListBuilder.create().texOffs(40, 16).addBox(-2.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(-5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("left_sleeve", CubeListBuilder.create().texOffs(48, 48).addBox(-1.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(5.0F, 2.5F, 0.0F)); $$3.addOrReplaceChild("right_sleeve", CubeListBuilder.create().texOffs(40, 32).addBox(-2.0F, -2.0F, -2.0F, 3.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(-5.0F, 2.5F, 0.0F)); } else { $$3.addOrReplaceChild("left_arm", CubeListBuilder.create().texOffs(32, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation), PartPose.offset(5.0F, 2.0F, 0.0F)); $$3.addOrReplaceChild("left_sleeve", CubeListBuilder.create().texOffs(48, 48).addBox(-1.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(5.0F, 2.0F, 0.0F)); $$3.addOrReplaceChild("right_sleeve", CubeListBuilder.create().texOffs(40, 32).addBox(-3.0F, -2.0F, -2.0F, 4.0F, 12.0F, 4.0F, pCubeDeformation.extend(0.25F)), PartPose.offset(-5.0F, 2.0F, 0.0F)); } And that's got me thinking. If I can't replace the whole model in one fell swoop, what if I replaced each individual limb with my models mesh definitions? Note: It was crazy. The createMesh method in PlayerModel could not be @Overriden and addOrReplaceChild just makes changes to a new model that uses the original as a base.     However, I did render my model using this   final toatestentity idk = entities.toatest.get().create(p.level()); Minecraft.getInstance().getEntityRenderDispatcher().getRenderer(idk).render(idk, 0f, pTicks, stack, buffer, paLights); However that just uses the render from the entity I used to test getting the model to render in the first place. I don't want to do that. I want to fully replace the player model which this doesn't actually do (I don't think?).  Maybe it'd just be best to render my model as a new layer and make the base player model invisible? Maybe I'll take a look at how armor is rendered to move with the player so I won't have to make my own animations? Idk, I'm really set on figuring this out though.
    • AT Launcher works just fine
    • Make a test with another Launcher like MultiMC or AT Launcher  
    • https://mclo.gs/EZ0jeA2
  • Topics

  • Who's Online (See full list)

    • There are no registered users currently online
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.