Jump to content

[FORGE v1.7.10] Custom Entity Rendering


DemonScythe45

Recommended Posts

I have successfully created an entity and registered it into the game, it is a direct subclass of Entity, because it is not meant to be an animal.  I have also made two classes for handling entity models, one for parsing a Wavefront .obj file, and the other stores this information and has a rendering method to display it.  This all works, and I do not use the existing entity modeling classes (I make direct calls to OpenGL).  I have two problems, the first is the model disappears and reappears when looking around in the game, and at times disappears completely (though I am sure the entity is there still, and the default white box model has the exact same flickering behavior), what would be causing this?  Second, I would like to know if it is possible to have parts of an entity texture appear to emit light (not necessarily shine light on blocks and other objects, I would think the material emissive property would be appropriate here), however this may just be me misunderstanding how OpenGL lighting works.  Whenever I try this, upon summoning the entity it affects all entities in the world and items in the inventory (sets the emissiveness for everything).

 

I have searched for this information for hours, have looked at source for other mods for examples, and have found absolutely no documentation on it whatsoever.  Any help would be greatly appreciated!

 

Pastebin links for relevant code:

 

Entity class: http://pastebin.com/iXyw5Mu9

Entity Render: http://pastebin.com/8hGGgS6Z

Model class: http://pastebin.com/jf3wpsd9

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Another Minecraft Launcher https://multimc.org/#Download or https://atlauncher.com/downloads
    • Remove these mods and combine OptiFine HD U I6 with Forge 47.2.18 Start with Optifine - without any other mods - if this works, add the mods one by one or in groups until you find the mod, conflicting with Optifine
    • Ok yeah I think this might be where the problem starts. For starters, I think you can get rid of your RecipeType impl and make it a static constant instead. I'm not 100% sure this will fix it but it's posssible. RuneInscribingRecipe public class RuneInscribingRecipe implements Recipe<SimpleContainer> { public static final RecipeType<RuneInscribingRecipe> RECIPE_TYPE = new RecipeType<>(){}; // .... @Override public RecipeType<?> getType() { return RECIPE_TYPE; } // .... } RuneInscriberMenu private Optional<RecipeHolder<RuneInscribingRecipe>> getCurrentRecipe() { SimpleContainer inventory = new SimpleContainer(2); inventory.setItem(BASE_INPUT_SLOT, this.inventory.getStackInSlot(BASE_INPUT_SLOT)); inventory.setItem(TEMPLATE_INPUT_SLOT, this.inventory.getStackInSlot(TEMPLATE_INPUT_SLOT)); List<RecipeHolder<RuneInscribingRecipe>> list = this.blockEntity.getLevel().getRecipeManager().getRecipesFor(RuneInscribingRecipe.RECIPE_TYPE, inventory, this.blockEntity.getLevel()); if (list.isEmpty()) { return Optional.empty(); } return Optional.of(list.get(0)); }   Also, this here is a little suspicious where you're getting the `this.inventory.getStackInSlot` calls. I'd try and make sure those are what you expect they are with either a Debug line in IDE or print statement SimpleContainer inventory = new SimpleContainer(2); inventory.setItem(BASE_INPUT_SLOT, this.inventory.getStackInSlot(BASE_INPUT_SLOT)); System.out.printf("CHECKING BASE INPUT OF RECIPE: %s\n", this.inventory.getStackInSlot(BASE_INPUT_SLOT)); inventory.setItem(TEMPLATE_INPUT_SLOT, this.inventory.getStackInSlot(TEMPLATE_INPUT_SLOT)); System.out.printf("CHECKING TEMPLATE INPUT OF RECIPE: %s\n", this.inventory.getStackInSlot(TEMPLATE_INPUT_SLOT)); ^ See what the result of those print statements are, make sure they're right
    • Upon testing again after adding them, the game still doesn't crash however the resource packs are still unfortunately broken.
    • Hi! Can someone please point me to the correct FAQ or place? I'm not able do DuckDuckGo myself out of this one. As you can hopefully see, chunks are not rendered. I run a forge server, fresh install on a linux VM. Curseforge on the Win11 client with Embeddium, Oculus and Unbound shader. No mods. Forge 47.2.23 on server & client.  No errors, no crashes, no apparent CPU or RAM issues with the VM. This screenshot was captured while creative, but the same happens when flying in survival. Waiting (floating) for a few minutes sooner or (often) later, lets the missing chunks appear. Usually takes 5-10 minutes.  When on a local game, the chunks appear slowly, but they do appear without pause.   This must be something simple, obvious, but I can't find the correct "search words" to find my way out. "Chunks not loading / rendering" didn't help. Browsing several forums neither. 
  • Topics

×
×
  • Create New...

Important Information

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