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[1.8.9] how to make Item icon using renderPass


Kelco_k22

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the past two or three days I have been trying to update my mod from 1.7.10 to 1.8.9. i have got most of it working the mane thing that I can not is using renderPass and getColorFromItemStack to make an Item icon. the same way mob egg are in 1.7.10. i have looked for the mob egg code in 1.8.9 but have not fond it yet. if any one can link me to something, tell me how to do it or start that will be great

 

public static final int[] Corecol1= new int[] {0xff0000,0x7dff09,0xff9204,0xd2d2d2,0x1560c5,0xd919ea,0xe0ba5d,0xff0000};
public static final int[] Corecol2= new int[] {0xfcff00,0x6cc43e,0x818181,0xff0000,0x2c41ff,0xd45ef3,0xd9bb64,0xff0000,0xffffff,0xfcff00,0xe8cc00};
public static final int[] Corecol3= new int[] {0x0a6e03,0xfff725,0x2e2e2e,0xff0000,0x57b7ff,0x8819ea,0xe0ba5d,0xb79449,0x0a6e03,0xe8cc00};

 

public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining)
{
	return getIcon(stack, renderPass);
}
@Override

@SideOnly(Side.CLIENT)
public boolean requiresMultipleRenderPasses() {
	return true;
}
@Override
public int getRenderPasses(int metadata)
{
	return 4;
}
@Override
public IIcon getIcon(ItemStack stack, int renderPass){

	if (stack.getItem()==KamenRiderCraft2_core.birth_driver||stack.getItem()==KamenRiderCraft2_core.birth_driver_prototype){
		return itemIcon;
	}

	if(renderPass == 0){

		return itemIcon;

	}else if(renderPass == 1){

		return itemIcon1;

	}else if(renderPass == 2){

		return itemIcon3;

	}else{
		return itemIcon2;
	}


}

@SideOnly(Side.CLIENT)
public int getColorFromItemStack(ItemStack par1ItemStack, int renderPass)
{
	if (par1ItemStack.getItem()==KamenRiderCraft2_core.birth_driver||par1ItemStack.getItem()==KamenRiderCraft2_core.birth_driver_prototype){
		return 0xffffff;
	}
	if(renderPass == 0){

		return 0xffffff;

	}else if(renderPass == 1){

		return Corecol1[get_core(par1ItemStack, "1")];

	}else if(renderPass == 2){

		return Corecol3[get_core(par1ItemStack, "3")];

	}else{
		return Corecol2[get_core(par1ItemStack, "2")];
	}
}

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Override

Item#getColorFromItemStack

.

 

If your model inherits from

builtin/generated

, the

renderPass

argument of this method is the texture index (i.e. the

layer0

texture is

renderPass

0).

 

If your model inherits from a different model or manually specifies its elements, the

renderPass

argument is the

tintindex

property of an element's face (look at assets/minecraft/models/block/grass.json to see how it specifies the

tintindex

property for the face that uses a greyscale texture).

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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OK I've got the getColorFromItemStack working. I'm just failing at adding layers. is there ant more help you can give with that

 

Create a model that inherits from

builtin/generated

and set the

layerN

textures (where

N

is an integer >= 0).

 

Look at assets/minecraft/models/item/spawn_egg.json to see how vanilla uses two layers for the spawn egg model.

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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thanks I was doing it right, I just did not add a Comma after each layer works fine now

only one more thing is there a way to change a layer without making a new .json one of my other mods uses the same way to add more than 1,822,030,560 sword and I don't want to make a .json file for each one

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only one more thing is there a way to change a layer without making a new .json one of my other mods uses the same way to add more than 1,822,030,560 sword and I don't want to make a .json file for each one

 

Use

ISmartItemModel

to generate models on demand. I can't help you with it much myself, but it's been discussed before on this site and others. You can also look at Forge's implementation of it in

ModelDynBucket

.

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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