Jump to content

[Solved] Custom Entity Rendering


Nxs0000

Recommended Posts

Hey!

 

I just created a custom entity (extending EntityBase) with a custom model. My idea was to use them as block display, so they look like small floating blocks:

Here is an exemple of how it looks like initially:

1479755681-2016-11-21-19-55-37.png

1479755693-2016-11-21-19-55-45.png

And here is how it gets when you "put" a block in it:

1479755693-2016-11-21-19-56-09.png

 

So this looks pretty cool to me, but when there are multiple of them, the render is messing up:

1479755698-2016-11-21-19-56-14.png

It only happens with "empty" ones on "containing" ones. It render correctly when those entity are of the same type.

At first I thought it could be an age-based rendering, so the older entity would render first and the younger last, which could have explained why the renders are overlapping. But no matter the way I'm facing, where the older entity is, it always occure that way.

 

The way i change the rendering model may be the cause: In the "doRender" method in the EntityRender class, I choose a model depending on what the entity contains then i call the Model.render().

 

Plus, the entity that contains a block also act wierd with real blocks:

1479755706-2016-11-21-19-56-21.png

 

Does someone know what the issue is/are?

Link to comment
Share on other sites

Thanks for the reply

Here it is:

 

public class RenderFloatingBlock extends Render<EntityFloatingBlock>
{
    private static final ResourceLocation textures = new ResourceLocation(Main.MODID,"textures/entity/floatingblock.png");
    private ResourceLocation t = new ResourceLocation("");
    private ModelBase modelEmpty = new ModelFloatingEmpty();
    private ModelBase modelFull = new ModelFloatingFull();

    public RenderFloatingBlock(RenderManager rendermanager, ModelBase model, float shadowsize)
    {
        super(rendermanager);
    }

    @Override
    protected ResourceLocation getEntityTexture(EntityFloatingBlock entity)
    {
        return textures;
    }

    public void doRender(EntityFloatingBlock entity, double x, double y, double z, float entityYaw, float partialTicks)
    {
        GlStateManager.pushMatrix();
        GlStateManager.translate((float)x, (float)y-1.15, (float)z);
        
        
        if(entity.inv.getItem() == Item.getItemFromBlock(Blocks.glass)) // glass is a neutral block that represent the emptiness (have had the trouble with NullPointer when ItemStack was null)
        {
            // enable semi-transparent (not the cause of the problem: same result without it)
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glColor4f(1.5f, 1.5f, 1.5f, 0.8f);

            this.bindTexture(textures);
            this.modelEmpty.render(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F*1.4F);

            // disable transparent
            GL11.glDisable(GL11.GL_BLEND);
        }
        else
        {
            // Getting the texture from the contaigned block (almost works correctly >.<, cause... mutli-textured blocks ^^)
            String a = Block.getBlockFromItem(entity.getInv().getItem()).getRegistryName();
            String segments[] = a.split(":");
            t = new ResourceLocation(segments[0], "textures/blocks/"+segments[1]+".png");

            this.bindTexture(t);

            GlStateManager.translate((float)x, (float)y-1.35, (float)z);
            this.modelFull.render(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F*1.4F);
        }
        GlStateManager.popMatrix();
        super.doRender(entity, x, y, z, entityYaw, partialTicks);
    }
}

 

Come to think of it. The issue may come from the the super.doRender() call.

I am probably doing something i should not ever do, but I'm new to rendering and have still to learn. Just tell me :/

Link to comment
Share on other sites

Get rid of that ridiculously weird texture getting stuff, and use

Minecraft#getRenderItem().renderModel(ItemStack item, ItemCameraTransforms.TransformType type)

instead. Pass

ItemCameraTransforms.TransformType.NONE

for the type and the item in your entity's inventory for the item stack.

Link to comment
Share on other sites

Ok, i found the issue (even if i don't really get why it makes the block disapearing in the floor)

Apparently, the translate method was creating the whole issue.

Here is my new doRender method:

public void doRender(EntityFloatingBlock entity, double x, double y, double z, float entityYaw, float partialTicks)
    {
        GlStateManager.pushMatrix();
        GlStateManager.translate((float)x, (float)y+0.25, (float)z);// works fine
        
        
        if(entity.inv.getItem() == Item.getItemFromBlock(Blocks.glass)
        {
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
            GL11.glColor4f(1.5f, 1.5f, 1.5f, 0.8f);
            GlStateManager.scale(2.5, 2.5, 2.5);
            GlStateManager.translate((float)x, (float)y-2.8, (float)z);
            this.bindTexture(textures);
            this.modelEmpty.render(entity, 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F*1.4F);
            GL11.glDisable(GL11.GL_BLEND);
        }
        else{
            //GlStateManager.translate((float)x, (float)y+0.05, (float)z); this one cause the overlap thing
            GlStateManager.scale(1.4, 1.4, 1.4);
            Minecraft.getMinecraft().getRenderItem().renderItem(entity.getInv(), ItemCameraTransforms.TransformType.NONE);
        }
        GlStateManager.popMatrix();
        super.doRender(entity, x, y, z, entityYaw, partialTicks);
    }

 

Thanks for your time and the help Silly511.

Have a nice day

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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