Posted February 3, 20178 yr I made an obsidian boat that works in lava. It works fine but lava renders inside of the boat. Is there any way to fix this?
February 3, 20178 yr If you look in ModelBoat, you'll find a field called noWater of type ModelRenderer . This is rendered on another renderpass to the rest of the model, preventing fluids rendering inside the boat. Edited February 3, 20178 yr by Leviathan143
February 3, 20178 yr Author 29 minutes ago, Leviathan143 said: If you look in ModelBoat, you'll find a field called noWater of type ModelRenderer . This is rendered on another renderpass to the rest of the model, preventing fluids rendering inside the boat. I am using ModelBoat. Water does not render in the boat but Lava does. I assume this is because Water is rendered differently than Lava. Edited February 3, 20178 yr by LogicTechCorp
February 3, 20178 yr Could you post some code so we have something to go off of? VANILLA MINECRAFT CLASSES ARE THE BEST RESOURCES WHEN MODDING I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect. Forge and vanilla BlockState generator.
February 3, 20178 yr Author 56 minutes ago, Animefan8888 said: Could you post some code so we have something to go off of? Render class: https://github.com/LogicTechCorp/NetherEx/blob/1.11.x/src/main/java/nex/client/render/entity/RenderObsidianBoat.java Model class: @SideOnly(Side.CLIENT) public class ModelBoat extends ModelBase implements IMultipassModel { public ModelRenderer[] boatSides = new ModelRenderer[5]; public ModelRenderer[] paddles = new ModelRenderer[2]; /** Part of the model rendered to make it seem like there's no water in the boat */ public ModelRenderer noWater; private final int patchList = GLAllocation.generateDisplayLists(1); public ModelBoat() { this.boatSides[0] = (new ModelRenderer(this, 0, 0)).setTextureSize(128, 64); this.boatSides[1] = (new ModelRenderer(this, 0, 19)).setTextureSize(128, 64); this.boatSides[2] = (new ModelRenderer(this, 0, 27)).setTextureSize(128, 64); this.boatSides[3] = (new ModelRenderer(this, 0, 35)).setTextureSize(128, 64); this.boatSides[4] = (new ModelRenderer(this, 0, 43)).setTextureSize(128, 64); int i = 32; int j = 6; int k = 20; int l = 4; int i1 = 28; this.boatSides[0].addBox(-14.0F, -9.0F, -3.0F, 28, 16, 3, 0.0F); this.boatSides[0].setRotationPoint(0.0F, 3.0F, 1.0F); this.boatSides[1].addBox(-13.0F, -7.0F, -1.0F, 18, 6, 2, 0.0F); this.boatSides[1].setRotationPoint(-15.0F, 4.0F, 4.0F); this.boatSides[2].addBox(-8.0F, -7.0F, -1.0F, 16, 6, 2, 0.0F); this.boatSides[2].setRotationPoint(15.0F, 4.0F, 0.0F); this.boatSides[3].addBox(-14.0F, -7.0F, -1.0F, 28, 6, 2, 0.0F); this.boatSides[3].setRotationPoint(0.0F, 4.0F, -9.0F); this.boatSides[4].addBox(-14.0F, -7.0F, -1.0F, 28, 6, 2, 0.0F); this.boatSides[4].setRotationPoint(0.0F, 4.0F, 9.0F); this.boatSides[0].rotateAngleX = ((float)Math.PI / 2F); this.boatSides[1].rotateAngleY = ((float)Math.PI * 3F / 2F); this.boatSides[2].rotateAngleY = ((float)Math.PI / 2F); this.boatSides[3].rotateAngleY = (float)Math.PI; this.paddles[0] = this.makePaddle(true); this.paddles[0].setRotationPoint(3.0F, -5.0F, 9.0F); this.paddles[1] = this.makePaddle(false); this.paddles[1].setRotationPoint(3.0F, -5.0F, -9.0F); this.paddles[1].rotateAngleY = (float)Math.PI; this.paddles[0].rotateAngleZ = 0.19634955F; this.paddles[1].rotateAngleZ = 0.19634955F; this.noWater = (new ModelRenderer(this, 0, 0)).setTextureSize(128, 64); this.noWater.addBox(-14.0F, -9.0F, -3.0F, 28, 16, 3, 0.0F); this.noWater.setRotationPoint(0.0F, -3.0F, 1.0F); this.noWater.rotateAngleX = ((float)Math.PI / 2F); } /** * Sets the models various rotation angles then renders the model. */ public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) { GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F); EntityBoat entityboat = (EntityBoat)entityIn; this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn); for (int i = 0; i < 5; ++i) { this.boatSides[i].render(scale); } this.renderPaddle(entityboat, 0, scale, limbSwing); this.renderPaddle(entityboat, 1, scale, limbSwing); } public void renderMultipass(Entity p_187054_1_, float p_187054_2_, float p_187054_3_, float p_187054_4_, float p_187054_5_, float p_187054_6_, float scale) { GlStateManager.rotate(90.0F, 0.0F, 1.0F, 0.0F); GlStateManager.colorMask(false, false, false, false); this.noWater.render(scale); GlStateManager.colorMask(true, true, true, true); } protected ModelRenderer makePaddle(boolean p_187056_1_) { ModelRenderer modelrenderer = (new ModelRenderer(this, 62, p_187056_1_ ? 0 : 20)).setTextureSize(128, 64); int i = 20; int j = 7; int k = 6; float f = -5.0F; modelrenderer.addBox(-1.0F, 0.0F, -5.0F, 2, 2, 18); modelrenderer.addBox(p_187056_1_ ? -1.001F : 0.001F, -3.0F, 8.0F, 1, 6, 7); return modelrenderer; } protected void renderPaddle(EntityBoat boat, int paddle, float scale, float limbSwing) { float f = 40.0F; float f1 = boat.getRowingTime(paddle, limbSwing) * 40.0F; ModelRenderer modelrenderer = this.paddles[paddle]; modelrenderer.rotateAngleX = (float)MathHelper.clampedLerp(-1.0471975803375244D, -0.2617993950843811D, (double)((MathHelper.sin(-f1) + 1.0F) / 2.0F)); modelrenderer.rotateAngleY = (float)MathHelper.clampedLerp(-(Math.PI / 4D), (Math.PI / 4D), (double)((MathHelper.sin(-f1 + 1.0F) + 1.0F) / 2.0F)); if (paddle == 1) { modelrenderer.rotateAngleY = (float)Math.PI - modelrenderer.rotateAngleY; } modelrenderer.render(scale); } } Edited February 3, 20178 yr by LogicTechCorp
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