SantacreeperLP Posted January 22, 2016 Share Posted January 22, 2016 Hey, i setupped a custom particle in my mod, but it just render like a grey cube... Here's my class code: ' @SideOnly(Side.CLIENT) @Override public void randomDisplayTick(World world, int x, int y, int z, Random rdm) { int l = world.getBlockMetadata(x, y, z); double d0 = (double)((float)x + 0.5F); double d1 = (double)((float)y + 0.7F); double d2 = (double)((float)z + 0.5F); double d3 = 0.2199999988079071D; double d4 = 0.27000001072883606D; ResourceLocation texture = new ResourceLocation(ProjectX.MODID , "textures/particle/glow.png"); if (l == 1) { world.spawnEntityInWorld(new EntityCustomFX(world, d0-d4, d1+d3, d2, texture, 1, 1.0f, 1.0f, 0x37F9FE, l)); } else if (l == 2) { world.spawnEntityInWorld(new EntityCustomFX(world, d0-d4, d1+d3, d2, texture, 1,1.0f, 1.0f, 0x37F9FE, 1)); } else if (l == 3) { world.spawnEntityInWorld(new EntityCustomFX(world, d0, d1+d3, d2-d4, texture, 1, 1.0f, 1.0f, 0x37F9FE, 1)); } else if (l == 4) { world.spawnEntityInWorld(new EntityCustomFX(world, d0,d1+d3,d2+d4, texture, 1, 1.0f, 1.0f, 0x37F9FE, 1)); } else { world.spawnEntityInWorld(new EntityCustomFX(world, d0,d1,d2, texture, 1, 1.0f, 1.0f, 0x37F9FE, 1)); } } And here's my EntityCustomFX class : public class EntityCustomFX extends EntityFX { private ResourceLocation texture; private int colorApp; private int colorAlpha; public EntityCustomFX(World world, double x, double y, double z, ResourceLocation texture, int age, float gravity, float scale, int color, int alpha) { super(world, x, y, z); this.texture = texture; setMaxAge(age); setGravity(gravity); setScale(scale); colorApp = color; colorAlpha = alpha; } @Override public void renderParticle(Tessellator tess, float partialTics, float par3, float par4, float par5, float par6, float par7) { Minecraft.getMinecraft().getTextureManager().bindTexture(texture); glDepthMask(false); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glAlphaFunc(GL_GREATER, 0.003921569F); tess.setBrightness(getBrightnessForRender(partialTics)); tess.setColorRGBA_I(colorApp, colorAlpha); float scale = 0.1F*particleScale; float x = (float)(prevPosX + (posX - prevPosX) * partialTics - interpPosX); float y = (float)(prevPosY + (posY - prevPosY) * partialTics - interpPosY); float z = (float)(prevPosZ + (posZ - prevPosZ) * partialTics - interpPosZ); { tess.addVertexWithUV(x - par3 * scale - par6 * scale, y - par4 * scale, z - par5 * scale - par7 * scale, 0, 1); tess.addVertexWithUV(x - par3 * scale + par6 * scale, y + par4 * scale, z - par5 * scale + par7 * scale, 0, 0); tess.addVertexWithUV(x + par3 * scale + par6 * scale, y + par4 * scale, z + par5 * scale + par7 * scale, 1, 0); tess.addVertexWithUV(x + par3 * scale - par6 * scale, y - par4 * scale, z + par5 * scale - par7 * scale, 1, 1); } glDisable(GL_BLEND); glDepthMask(true); glAlphaFunc(GL_GREATER, 0.1F); } @Override public int getFXLayer() { return 1 ; } public EntityCustomFX setMaxAge(int age) { particleMaxAge = age; return this; } public EntityCustomFX setGravity(float grav) { particleGravity = grav; return this; } public EntityCustomFX setScale(float scale) { particleScale = scale; return this; } } Quote Link to comment Share on other sites More sharing options...
OreCruncher Posted January 23, 2016 Share Posted January 23, 2016 Instead of spawning the entity try adding it to the effect renderer: Minecraft.getMinecraft().effectRenderer.addEffect(effect); Quote Link to comment Share on other sites More sharing options...
N247S Posted January 23, 2016 Share Posted January 23, 2016 As OreCruncer said, you need to spawn the particles through: Minecraft.getMinecraft().effectRenderer.addEffect(new myParticle([param]));. On little side note, I would use FXLayer 3 instead of 1. For some reason MC is not capable of handling texture changes, unless you use the vanilla particleTextures file. Meaning that if you were about to spawn the particle, and its raining at the same time for example, all the rain particles would be rendered with the vanilla texture + your customParticleTexture. Quote Projects: Discontinued: - N2ConfigAPI - Meachanical Crafting Table Latest: - CollectionUtils Coöperations: - InGameConfigManager Link to comment Share on other sites More sharing options...
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