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1.10.2 Block Invisable


NoVaGaming
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Sry I have OCD, Its invisible, Not invisable... Sry, Just had to say it..

 

How are you planning to do it? just json?

If so, I dont think that you even mess with

getRenderType

..

As for why its invisible, Can you provide the block class, The clientproxy, The main class, And where you init rendering for blocks?

 

Doing stuff n' things

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Well yea but the block works when the tileentity isnt connected to it and i saw this method and it should make it visable

Again, Are you going to just use json models? Or another type of model? From what I know, TileEntity or not, Json models do not require

a diffrent render type if they're just json.. How are you rendering? Client proxy and block rendering initialization would tell that..

Other than that, You maybe have the project on github? I could of helped alot more if I've seen the whole project with the important classes..

Doing stuff n' things

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package com.team.ne.init;

import com.team.ne.blocks.barium_ore;
import com.team.ne.blocks.conreactor;
import com.team.ne.blocks.iridium_ore;
import com.team.ne.blocks.normalmf;
import com.team.ne.blocks.nucleicmf;
import com.team.ne.blocks.uranium_ore;

import net.minecraft.block.Block;
import net.minecraft.client.renderer.block.model.ModelResourceLocation;
import net.minecraft.item.Item;
import net.minecraftforge.client.model.ModelLoader;

public class NEBlocks {

public static barium_ore barium_ore;
public static normalmf normalmf;
public static iridium_ore iridium_ore;
public static nucleicmf nucleicmf;
public static conreactor conreactor;
public static uranium_ore uranium_ore;

public static void init(){
	barium_ore = new barium_ore();
	barium_ore.setUnlocalizedName("barium_ore");
	normalmf = new normalmf();
	normalmf.setUnlocalizedName("normalmf");
	iridium_ore = new iridium_ore();
	iridium_ore.setUnlocalizedName("iridium_ore");
	nucleicmf = new nucleicmf();
	nucleicmf.setUnlocalizedName("nucleicmf");
	conreactor = new conreactor();
	conreactor.setUnlocalizedName("conreactor");
	uranium_ore = new uranium_ore(true);
	uranium_ore.setUnlocalizedName("uranium_ore");
}
public static void registerRenders(){
	registerRender(barium_ore);
	registerRender(normalmf);
	registerRender(iridium_ore);
	registerRender(nucleicmf);
	registerRender(conreactor);
	registerRender(uranium_ore);
}
public static void registerRender(Block block){
	Item blockItem = Item.getItemFromBlock(block);
	ModelLoader.setCustomModelResourceLocation(blockItem, 0, new ModelResourceLocation(block.getRegistryName(), "inventory"));
}

}

Are You Feeling it now Mr.Krabs?

 

GitHub

https://github.com/nuclearelectricity/Nuclear-Electricity

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You are likely extending

BlockContainer

. Don't. Just simply override

hasTileEntity(IBlockState)

&

createtileEntity(World, IBlockState)

in your block.

Go into the BlockContainer class, and look at it's

getRenderType

method. Generally speaking, BlockContainer is a pain in the proverbial behind most of the time, as vanilla uses TESR for almost all tiles.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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You are likely extending

BlockContainer

. Don't. Just simply override

hasTileEntity(IBlockState)

&

createtileEntity(World, IBlockState)

in your block.

Go into the BlockContainer class, and look at it's

getRenderType

method. Generally speaking, BlockContainer is a pain in the proverbial behind most of the time, as vanilla uses TESR for almost all tiles.

You're saying that tiles HAVE to use TESR?

Cant you just render the normal way?

Doing stuff n' things

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You are likely extending

BlockContainer

. Don't. Just simply override

hasTileEntity(IBlockState)

&

createtileEntity(World, IBlockState)

in your block.

Go into the BlockContainer class, and look at it's

getRenderType

method. Generally speaking, BlockContainer is a pain in the proverbial behind most of the time, as vanilla uses TESR for almost all tiles.

You're saying that tiles HAVE to use TESR?

Cant you just render the normal way?

Where the heck am I saying that? I said that vanilla code, AKA the tiles created by the people in Mojang, uses TESR. I never stated, and never will state, that you HAVE to use TESR's for tiles, as that is not true.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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This is what i have now

package com.team.ne.blocks;

import com.team.ne.init.NETabs;
import com.team.ne.tileentity.TileEntityConReactor;

import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.block.state.IBlockState;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.inventory.InventoryHelper;
import net.minecraft.item.ItemBlock;
import net.minecraft.item.ItemStack;
import net.minecraft.nbt.NBTTagCompound;
import net.minecraft.nbt.NBTTagList;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.EnumBlockRenderType;
import net.minecraft.util.math.BlockPos;
import net.minecraft.util.text.ITextComponent;
import net.minecraft.util.text.TextComponentString;
import net.minecraft.util.text.TextComponentTranslation;
import net.minecraft.world.World;
import net.minecraftforge.fml.common.registry.GameRegistry;

public class conreactor extends BlockContainer {

public conreactor(){
	super(Material.GROUND);
	setRegistryName("conreactor");
	GameRegistry.register(this);
	GameRegistry.register(new ItemBlock(this), getRegistryName());
	this.setCreativeTab(NETabs.netab);
    this.setHardness(5F);
	this.setResistance(5F);
	this.setHarvestLevel("pickaxe", 2);
}

@Override
public EnumBlockRenderType getRenderType(IBlockState state) {
	return super.getRenderType(state);
}

@Override
public boolean hasTileEntity(IBlockState state) {
	return super.hasTileEntity(state);
}

@Override
public void breakBlock(World world, BlockPos pos, IBlockState blockstate) {
	TileEntityConReactor te = (TileEntityConReactor) world.getTileEntity(pos);
    InventoryHelper.dropInventoryItems(world, pos, te);
    super.breakBlock(world, pos, blockstate);
}


@Override
public void onBlockPlacedBy(World worldIn, BlockPos pos, IBlockState state, EntityLivingBase placer, ItemStack stack) {
    if (stack.hasDisplayName()) {
        ((TileEntityConReactor) worldIn.getTileEntity(pos)).setCustomName(stack.getDisplayName());
    }
}

@Override
public TileEntity createNewTileEntity(World worldIn, int meta) {
	return new TileEntityConReactor();
}
}

Are You Feeling it now Mr.Krabs?

 

GitHub

https://github.com/nuclearelectricity/Nuclear-Electricity

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You are likely extending

BlockContainer

. Don't. Just simply override

hasTileEntity(IBlockState)

&

createtileEntity(World, IBlockState)

in your block.

Go into the BlockContainer class, and look at it's

getRenderType

method. Generally speaking, BlockContainer is a pain in the proverbial behind most of the time, as vanilla uses TESR for almost all tiles.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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Thats what i did but if your telling me not to extend BlockContainer And Extend Block then most of my methods are errors :(

If you must maintain

BlockContainer

, then in

getRenderType

, do not super, but rather return

EnumBlockRenderType.MODEL

instead.

Also previously known as eAndPi.

"Pi, is there a station coming up where we can board your train of thought?" -Kronnn

Published Mods: Underworld

Handy links: Vic_'s Forge events Own WIP Tutorials.

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