Posted March 7, 20169 yr I'm following GreyGhost's MinecraftByExample example project on ISBMs, and I can't for the life of me figure out when ModelBakeEventHandler "catches" events. My intent is to have a mechanic to replace existing blocks with TEs that I can then perform rendering on, but I don't know how to tell the model factory what type of block to paint itself as. double edit for additional information: I know that GG has a method of choosing a random nearby block and then clones that, but I want to only copy the block it is replacing. edited for clarity of version <signature></signature>
March 7, 20169 yr I kind of think that he's actually replacing the block with his own block, which has a tile entity. He wants to know how to store the original so it can be rendered. The answer to that is: store the original in the TE and reference it during rendering. 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.
March 7, 20169 yr Author After derping around with stuff, I managed to come up with this.worldObj.setBlockState(blockpos, ModBlocks.blockCanvas.getExtendedState(iblockstate, this.worldObj, blockpos)); on my projectile (the thing that will actually be placing the block) code. However, it seems to just break a block and then immediately replace it with the vanilla version of itself, as determined by a simple item that prints out what block it was used on to the console. The answer to that is: store the original in the TE and reference it during rendering. I don't actually have a TE for my block, but it sounds like I should look into it. I assume you were referencing the TE in the canvas (camouflage) block? <signature></signature>
March 7, 20169 yr Author if I have one set default state, though, that seems like it would defeat the purpose of the block: to have a dynamic texture. As it stands, the block works in three parts: [spoiler="BlockCanvas.java] //block that will replace a block in the world with a copy of its texture that can be tinted package com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock; import com.paradoxbomb.inkcannon.StringLib; import com.paradoxbomb.inkcannon.common.items.ModItems; import net.minecraft.block.Block; import net.minecraft.block.ITileEntityProvider; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.state.BlockState; import net.minecraft.block.state.IBlockState; import net.minecraft.entity.EntityLivingBase; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumWorldBlockLayer; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.common.property.IExtendedBlockState; import net.minecraftforge.common.property.IUnlistedProperty; import net.minecraftforge.common.property.ExtendedBlockState; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class BlockCanvas extends Block implements ITileEntityProvider { public static final UnlistedPropertyPaintedBlock PAINTED_BLOCK = new UnlistedPropertyPaintedBlock(); public BlockCanvas (String unlocalizedName) { super(Material.cloth); this.setUnlocalizedName(StringLib.CANVAS_BLOCK); this.setCreativeTab(ModItems.tabInkCannon); } public BlockCanvas (Block disguiseBlock, World worldIn, BlockPos pos) { super(disguiseBlock.getMaterial()); this.setUnlocalizedName(StringLib.CANVAS_BLOCK); this.setHarvestLevel(disguiseBlock.getHarvestTool((IBlockState)disguiseBlock.getBlockState()),disguiseBlock.getHarvestLevel((IBlockState)disguiseBlock.getBlockState())); this.setHardness(disguiseBlock.getBlockHardness(worldIn, pos)); this.setResistance(5.0f); this.isBlockContainer = true; this.setDefaultState((IBlockState)disguiseBlock.getDefaultState()); } public TileEntity createNewTileEntity(World worldIn, int meta) { return new TECanvas(); } @Override protected BlockState createBlockState() { IProperty [] listedProperties = new IProperty[0]; //no listed properties IUnlistedProperty [] unlistedProperties = new IUnlistedProperty [] {PAINTED_BLOCK}; return new ExtendedBlockState (this, listedProperties, unlistedProperties); } @Override public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) { super.onBlockPlacedBy(worldIn, pos, state, placer, stack); TileEntity canvasEntity = worldIn.getTileEntity(pos); if (canvasEntity instanceof TECanvas) { //initialize TE data } } @SideOnly(Side.CLIENT) public EnumWorldBlockLayer getBlockLayer() { return EnumWorldBlockLayer.SOLID; } @Override public IBlockState getExtendedState(IBlockState state, IBlockAccess world, BlockPos pos) { if (state instanceof IExtendedBlockState) { IExtendedBlockState returnState = (IExtendedBlockState)state; returnState = returnState.withProperty(PAINTED_BLOCK, state); return returnState; } return state; } @Override public boolean isOpaqueCube() { return true; } @Override public boolean isFullCube() { return true; } @Override public int getRenderType() { return 3; } } (There are some things in there regarding TileEntities but they don't do anything at the moment; I plan on using the TE data to allow the block to be shaded) [spoiler=CanvasBlockModelFactory.java] //class to assist in creating the model for canvas blocks //code based on http://bit.ly/1R1SbXO package com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock; import java.util.List; import com.paradoxbomb.inkcannon.LogHelper; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.BlockModelShapes; import net.minecraft.client.renderer.BlockRendererDispatcher; import net.minecraft.client.renderer.block.model.BakedQuad; import net.minecraft.client.renderer.block.model.ItemCameraTransforms; import net.minecraft.client.renderer.texture.TextureAtlasSprite; import net.minecraft.client.resources.model.IBakedModel; import net.minecraft.client.resources.model.ModelResourceLocation; import net.minecraft.init.Blocks; import net.minecraft.util.EnumFacing; import net.minecraftforge.client.model.ISmartBlockModel; import net.minecraftforge.common.property.IExtendedBlockState; @SuppressWarnings("deprecation") public class CanvasBlockModelFactory implements ISmartBlockModel { private IBakedModel modelWhenNotPainted; public CanvasBlockModelFactory (IBakedModel unPaintedBlock) { modelWhenNotPainted = unPaintedBlock; } //creates model resource location for canvas block public static final ModelResourceLocation modelResourceLocation = new ModelResourceLocation("inkcannon:blockCanvas"); // creates an IBakedModel based on the IBlockState of the block state that is passed @Override public IBakedModel handleBlockState(IBlockState state) { IBakedModel returnModel = modelWhenNotPainted; //default IBlockState unPaintedBlock = Blocks.air.getDefaultState(); if (state instanceof IExtendedBlockState) { IExtendedBlockState extendedState = (IExtendedBlockState)state; IBlockState paintedBlockIBlockState = extendedState.getValue(BlockCanvas.PAINTED_BLOCK); if (paintedBlockIBlockState != unPaintedBlock) { Minecraft mc = Minecraft.getMinecraft(); BlockRendererDispatcher blockRendererDispatcher = mc.getBlockRendererDispatcher(); BlockModelShapes blockModelShapes = blockRendererDispatcher.getBlockModelShapes(); IBakedModel copiedBlockModel = blockModelShapes.getModelForState(paintedBlockIBlockState); if(copiedBlockModel instanceof ISmartBlockModel) { copiedBlockModel = ((ISmartBlockModel)copiedBlockModel).handleBlockState(paintedBlockIBlockState); } returnModel = copiedBlockModel; } } return returnModel; } //used in case of a player being inside a block; game will crash unless something meaningful is used here @Override public TextureAtlasSprite getParticleTexture() { return modelWhenNotPainted.getParticleTexture(); } //unused methods; would only be used in case of other mod blocks @Override public List<BakedQuad> getFaceQuads(EnumFacing p_177551_1_) { LogHelper.error("Unsupported render method getFaceQuads accessed from mod Ink Cannon!\nPlease contact the mod developer!"); throw new UnsupportedOperationException(); } @Override public List<BakedQuad> getGeneralQuads() { LogHelper.error("Unsupported render method getgeneralQuads accessed from mod Ink Cannon!\nPlease contact the mod developer!"); throw new UnsupportedOperationException(); } @Override public boolean isAmbientOcclusion() { LogHelper.error("Unsuppoerted method isAmbientOcclusion accessed from mod Ink Cannon!\nPlease contact the mod developer!"); throw new UnsupportedOperationException(); } @Override public boolean isGui3d() { LogHelper.error("Unsuppoerted method isGui3d accessed from mod Ink Cannon!\nPlease contact the mod developer!"); return false; } @Override public boolean isBuiltInRenderer() { LogHelper.error("Unsuppoerted method isBuiltInRenderer accessed from mod Ink Cannon!\nPlease contact the mod developer!"); throw new UnsupportedOperationException(); } @Override public ItemCameraTransforms getItemCameraTransforms() { LogHelper.error("Unsuppoerted method getItemCameraTransform accessed from mod Ink Cannon!\nPlease contact the mod developer!"); throw new UnsupportedOperationException(); } } [spoiler="ModelBakeEventHandler.java] //class to allow dynamically altering Moderlmanager's registry package com.paradoxbomb.inkcannon.client.render; import com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock.CanvasBlockModelFactory; import net.minecraft.client.resources.model.IBakedModel; import net.minecraftforge.client.event.ModelBakeEvent; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; public class ModelBakeEventHandler { public static final ModelBakeEventHandler instance = new ModelBakeEventHandler(); private ModelBakeEventHandler() {}; @SubscribeEvent public void onModelBakeEvent(ModelBakeEvent e) { Object object = e.modelRegistry.getObject(CanvasBlockModelFactory.modelResourceLocation); if (object instanceof IBakedModel) { IBakedModel existingModel = (IBakedModel)object; CanvasBlockModelFactory customModel = new CanvasBlockModelFactory(existingModel); e.modelRegistry.putObject(CanvasBlockModelFactory.modelResourceLocation, customModel); } } } I think what I need to do is related to the ModelBake event so that I can pass the IBlockState into the factory, but I have no idea when that happens. <signature></signature>
March 7, 20169 yr Author Okay, but how would I dynamically set the default state of the canvas block to allow it to have more than one possible texture? <signature></signature>
March 8, 20169 yr Author I assume that I need to pass the IBlockState from the in-world block into the CanvasBlockModelFactory before it gets placed, but I'm stuck on how to do that. I've tried looking up topics that I think might be useful for figuring this out, but I am completely lost. <signature></signature>
March 8, 20169 yr Author I'm very confused then, because when I test the code that I have, it creates canvas blocks that are untextured. [spoiler=ClientProxy.java] /* * File to hold commands that need to be run only on the client side (rendering, UI, etc) */ package com.paradoxbomb.inkcannon; import com.paradoxbomb.inkcannon.client.render.BlockRenderRegister; import com.paradoxbomb.inkcannon.client.render.ItemRenderRegister; import com.paradoxbomb.inkcannon.client.render.ModelBakeEventHandler; import com.paradoxbomb.inkcannon.common.blocks.ModBlocks; import com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock.BlockCanvas; import com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock.CanvasBlockModelFactory; import net.minecraft.block.state.IBlockState; import net.minecraft.client.renderer.block.statemap.StateMapperBase; import net.minecraft.client.resources.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import net.minecraftforge.fml.common.registry.GameRegistry; public class ClientProxy extends CommonProxy { @Override public void preinit(FMLPreInitializationEvent event) { super.preinit(event); //tells Forge how to map BlockCanvas's IBlockState onto ModelResourceLocation //since this block is special, an anonymous class is used instead of the normal methos StateMapperBase ignoreState = new StateMapperBase() { @Override protected ModelResourceLocation getModelResourceLocation(IBlockState blockState) { return CanvasBlockModelFactory.modelResourceLocation; } }; ModelLoader.setCustomStateMapper((BlockCanvas)ModBlocks.blockCanvas, ignoreState); //register the custom event handler MinecraftForge.EVENT_BUS.register(ModelBakeEventHandler.instance); //make canvas block render properly while an item Item itemBlockCanvas = GameRegistry.findItem(StringLib.MODID, StringLib.CANVAS_BLOCK); ModelResourceLocation itemModelResourceLoaction = new ModelResourceLocation(StringLib.MODID+":"+StringLib.CANVAS_BLOCK, "inventory"); final int DEFAULT_ITEM_SUBTYPE = 0; ModelLoader.setCustomModelResourceLocation(itemBlockCanvas, DEFAULT_ITEM_SUBTYPE, itemModelResourceLoaction); } @Override public void init(FMLInitializationEvent event) { super.init(event); //register items and block to be rendered ItemRenderRegister.registerItemRenderer(); BlockRenderRegister.registerBlockRenderer(); } @Override public void postInit(FMLPostInitializationEvent event) { super.postInit(event); } } [spoiler=CommonProxy.java] /* * File to hold commands that need to be run through both the server and client proxies */ package com.paradoxbomb.inkcannon; import com.paradoxbomb.inkcannon.common.blocks.ModBlocks; import com.paradoxbomb.inkcannon.common.items.ModItems; import com.paradoxbomb.inkcannon.common.misc.Crafting; import com.paradoxbomb.inkcannon.common.tileEntities.ModTileEntities; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; public class CommonProxy { public void preinit(FMLPreInitializationEvent event) { ModItems.createItems(); //initialize mod items ModBlocks.createBlocks(); //initialize mod blocks ModTileEntities.init(); //initialize tile entities } public void init(FMLInitializationEvent event) { Crafting.initCrafting(); //initialize crafting recipes } public void postInit(FMLPostInitializationEvent event) { } } Is the problem somewhere in my proxies? edit: or could it be in here? [spoiler=placement code on projectile] //checking for material rather than using isAirBlock() allows for mod blocks to not interfere with the flight path if (block.getMaterial() != Material.air) { LogHelper.info("Collided successfully!"); LogHelper.info("Collided with:" + block.toString()); this.worldObj.destroyBlock(blockpos, false); this.worldObj.setBlockState(blockpos, ModBlocks.blockCanvas.getDefaultState()); this.setDead(); } <signature></signature>
March 8, 20169 yr Looking at how the setBlockState method works it seems like you want to have a set of public IBlockState variables that you can use to set the block. Current Project: Armerger Planned mods: Light Drafter | Ore Swords Looking for help getting a mod off the ground? Coding | Textures
March 8, 20169 yr World#setBlockState and World#getBlockState only operate on property values that are stored in metadata. If you want to store more than 16 unique value combinations, you need to store the data in a TileEntity (or derive it from the location, e.g. neighbouring blocks) and then retrieve it in Block#getExtendedState / Block#getActualState . Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
March 8, 20169 yr Author (or derive it from the location' date=' e.g. neighbouring blocks)[/quote'] I thought that's what I was doing in the handleBlockState of CanvasBlockModelFactory ? <signature></signature>
March 8, 20169 yr (or derive it from the location' date=' e.g. neighbouring blocks)[/quote'] I thought that's what I was doing in the handleBlockState of CanvasBlockModelFactory ? If you have a single canvas Block and store the IBlockState it's imitating in the TileEntity , you need to override Block#getExtendedState to return an extended state with the PAINTED_BLOCK property set to the imitated IBlockState (retrieved from the TileEntity at that position). If you have one canvas Block per IBlockState , you don't need the extended state at all; just get the imitated IBlockState directly from the canvas Block . In CanvasBlockModelFactory#handleBlockState , retrieve the imitated IBlockState from the extended state or from the Block and create the model using it. Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
March 9, 20169 yr Author I'm sorry for being such a noob, but could you possibly explain how to do that? I've tried looking up how to add data to a tile entitiy but I just can't seem to wrap my head around it. I tried [spoiler=TECanvas.java] package com.paradoxbomb.inkcannon.common.tileEntities.canvasBlock; import com.paradoxbomb.inkcannon.LogHelper; import com.paradoxbomb.inkcannon.NBTHelper; import net.minecraft.block.state.IBlockState; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; public class TECanvas extends TileEntity { private IBlockState disguisedBlock; public void setDisguiseState(IBlockState newState) { this.disguisedBlock = newState; } public IBlockState getDisguisedState() { return this.disguisedBlock; } @Override public void writeToNBT(NBTTagCompound compound) { LogHelper.info("Saving data to NBT"); super.writeToNBT(compound); NBTTagCompound blockState = new NBTTagCompound(); ((TileEntity) this.disguisedBlock).writeToNBT(blockState); compound.setTag("PAINTED_BLOCK", blockState); LogHelper.info(compound.toString()); } @Override public void readFromNBT(NBTTagCompound compound) { } } but writeToNBT never seems to get called. <signature></signature>
March 9, 20169 yr Author I thought that if I'm implementing ITileEntityProvider I don't need to do that. <signature></signature>
March 10, 20169 yr There's no point in using it, Block itself has methods that allow you to create a TileEntity (i.e. Block#hasTileEntity(IBlockState) and Block#createTileEntity(World, IBlockState) ). Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.
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