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Featured Replies

Posted

Hi guys,

I am trying to make a firepit but the texture seems not working properly.

 

This is the picture :

Firepit.png

 

Notice that X-Ray effect ?

 

Please Help me, thanks a lot.  ;)

See this methods

 @SideOnly(Side.CLIENT)

    /**
     * Returns which pass should this block be rendered on. 0 for solids and 1 for alpha
     */
    public int getRenderBlockPass()
    {
        return 1;
    }

/**
     * If this block doesn't render as an ordinary block it will return False (examples: signs, buttons, stairs, etc)
     */
    public boolean renderAsNormalBlock()
    {
        return false;
    }

English is not my native language

  • Author

Oh no It doesn't work....

Perhaps another way to do it ?  ;)

 

EDIT :

A clearer screenshot :

Firepit2.png

First make a new package you can name it whatever you want

then in that package make a class named ClientProxyModname

put this in that package: http://pastebin.com/jpLxz1bx

now in your main package make a class CommonProxymodname and put this in there:

package yourmainpackage;

 

public class CommonProxymodname {

 

public void registerRenderThings(){

 

}

 

}

 

  • Author

Oh, that doesn't work either.

By the way I already had the Proxy's setup before.

 

I have this in my Main Class :

@SidedProxy(clientSide = "packagename", serverSide = "packageName...blablabla")
public static CommonProxy proxy;

 

And, these are my ClientProxy & CommonProxy classes (btw they are in seperate package) :

package xxxxxxx;

import xxxxxx;

public class CommonProxy implements IGuiHandler {
    public static void registerRenderThings() {

    }
    
@Override
public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
	return null;
}

@Override
public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) {
	return null;
}
}

 

package xxxxxx;

import xxxxxx;

public class ClientProxy extends CommonProxy {

public static void registerRenderThings() {

}
}

 

EDIT :

I am CURRENTLY preloading textures in my load() method in main class (FMLInitializationEvent, not PreInit / PostInit)

To me it looks like it simply isn't rendering the blocks behind. Override isOpaqueCube and return true to fix it

  • Author

Yeah that works.

Researching a bit and looked inside the BlockRedstoneWire class.

I just added the isOpaqueBlock() method and it was working.

 

Anyways, thanks for replying !!

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