LogicTechCorp Posted February 19, 2017 Share Posted February 19, 2017 I would like to render an Item that turns on top of my Block. I was looking around and saw that there a few different ways to achieve this. Which is the best and less resource intensive way to render the item? Quote Link to comment Share on other sites More sharing options...
Kokkie Posted February 19, 2017 Share Posted February 19, 2017 I think the only way is to use a TESR... But idk and probably someone is going to tell me I'm wrong so... Quote Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod Link to comment Share on other sites More sharing options...
Draco18s Posted February 19, 2017 Share Posted February 19, 2017 And you would be wrong. You can use an IModel implementation to get the Item's model and bake it into your block. There's a few forum threads on this already. Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
Kokkie Posted February 19, 2017 Share Posted February 19, 2017 Just now, Draco18s said: And you would be wrong. The mighty Draco has spoken Plays epic music C.. can I be.. your disciple, oh mighty Draco 1 Quote Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 19, 2017 Author Share Posted February 19, 2017 Just now, Draco18s said: And you would be wrong. You can use an IModel implementation to get the Item's model and bake it into your block. There's a few forum threads on this already. The Block has a TileEntity which has an inventory and allows it to store a single item. I would like for this Item to render on top of the Block like an item renders on the ground. Quote Link to comment Share on other sites More sharing options...
Draco18s Posted February 19, 2017 Share Posted February 19, 2017 17 minutes ago, Kokkie said: The mighty Draco has spoken Plays epic music C.. can I be.. your disciple, oh mighty Draco No 2 Quote Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given. Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 19, 2017 Author Share Posted February 19, 2017 I have the Item rendering but it appears dark. What am I doing wrong? public class RenderSummoningAltar extends TileEntitySpecialRenderer<TileEntitySummoningAltar> { @Override public void renderTileEntityAt(TileEntitySummoningAltar altar, double x, double y, double z, float partialTicks, int destroyStage) { if(altar == null) { return; } ItemStack stack = altar.getInventory().getStackInSlot(0); if(!stack.isEmpty()) { GlStateManager.pushMatrix(); GlStateManager.translate(x + 0.5F, y + 1.225F, z + 0.5F); GlStateManager.disableLighting(); GlStateManager.rotate((Minecraft.getSystemTime() / 720.0F) * (180.0F / (float)Math.PI), 0.0F, 1.0F, 0.0F); GlStateManager.scale(0.5F, 0.5F, 0.5F); GlStateManager.pushAttrib(); RenderHelper.enableStandardItemLighting(); Minecraft.getMinecraft().getRenderItem().renderItem(stack, ItemCameraTransforms.TransformType.FIXED); RenderHelper.disableStandardItemLighting(); GlStateManager.popAttrib(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); } } } Quote Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 19, 2017 Author Share Posted February 19, 2017 2 minutes ago, diesieben07 said: You should not be using a TESR to do this. What should I be using? Quote Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 19, 2017 Author Share Posted February 19, 2017 (edited) 28 minutes ago, diesieben07 said: I looked through the forum and cannot find a thread that discuses how to do that. Just a couple of questions: Would using what Draco suggested allow any item to work with this. Also, will the item be able to spin like a dropped item? Edited February 19, 2017 by LogicTechCorp Quote Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 19, 2017 Author Share Posted February 19, 2017 40 minutes ago, diesieben07 said: You never mentioned spinning. If you want it to spin, you need a TESR. I suggest you use FastTESR though. And yes, this works with any item. Since you can't use GL calls in a FastTESR how would I go about rendering the item? Quote Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 20, 2017 Author Share Posted February 20, 2017 (edited) 6 hours ago, diesieben07 said: Look at AnimationTESR. I have made some progress. Items now render but blocks do not. How would I render blocks and scale/rotate the model? Current code: public class RenderSummoningAltar extends FastTESR<TileEntitySummoningAltar> { @Override public void renderTileEntityFast(TileEntitySummoningAltar altar, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer vertexRenderer) { ItemStack stack = altar.getInventory().getStackInSlot(0); if(!stack.isEmpty()) { World world = altar.getWorld(); IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides(stack, world, null); List<BakedQuad> quads = model.getQuads(null, null, 0L); for(BakedQuad quad : quads) { vertexRenderer.addVertexData(quad.getVertexData()); vertexRenderer.putPosition(x, y + 1, z); } } } } Edited February 20, 2017 by LogicTechCorp Quote Link to comment Share on other sites More sharing options...
Choonster Posted February 20, 2017 Share Posted February 20, 2017 You need to render the quads for all EnumFacings (and null), not just null. Quote Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future. Link to comment Share on other sites More sharing options...
Socratic_Phoenix Posted February 20, 2017 Share Posted February 20, 2017 16 hours ago, diesieben07 said: You never mentioned spinning 18 hours ago, LogicTechCorp said: I would like to render an Item that turns on top of my Block 18 hours ago, LogicTechCorp said: turns I... I think he did. #Synonyms Quote Developer of Randores (adds 256^3 ores to the game) and Arcane Bags (adds ridiculous storage with ridiculous crafting recipes). I know Java pretty well... So yeah... Quote This is where I'd put an inspirational and/or clever quote, but I can't think of one right now... This is the output of the totally, 100% working compiler for my programming language, Planet9: Beginning Compilation... Failed compilation! planet9.compiler.error.CompilationException: Compiler not yet implemented at planet9.compiler.Compiler.compile(Compiler.java:39) at planet9.compiler.app.CompilerApp.main(CompilerApp.java:147) Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 21, 2017 Author Share Posted February 21, 2017 I have blocks rendering now. There are a few issues: Blocks are rendered with color on them and the tops of blocks and items are transparent. Current Code: public class RenderSummoningAltar extends FastTESR<TileEntitySummoningAltar> { @Override public void renderTileEntityFast(TileEntitySummoningAltar altar, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer vertexRenderer) { ItemStack stack = altar.getInventory().getStackInSlot(0); if(!stack.isEmpty()) { World world = altar.getWorld(); float time = (world.getTotalWorldTime() + partialTicks) / 20; IBakedModel model = Minecraft.getMinecraft().getRenderItem().getItemModelWithOverrides(stack, world, null); List<BakedQuad> quads; for(EnumFacing facing : EnumFacing.values()) { quads = model.getQuads(null, facing, 0L); for(BakedQuad quad : quads) { vertexRenderer.addVertexData(quad.getVertexData()); vertexRenderer.putPosition(x, y + 1.5D, z); } } quads = model.getQuads(null, null, 0L); for(BakedQuad quad : quads) { vertexRenderer.addVertexData(quad.getVertexData()); vertexRenderer.putPosition(x, y + 1.5D, z); } } } } Quote Link to comment Share on other sites More sharing options...
LogicTechCorp Posted February 23, 2017 Author Share Posted February 23, 2017 Anyone know how to fix this? Also, how do I get them to spin? Quote Link to comment Share on other sites More sharing options...
Kokkie Posted February 23, 2017 Share Posted February 23, 2017 I don't think you can do that in a FastTESR... Quote Classes: 94 Lines of code: 12173 Other files: 206 Github repo: https://github.com/KokkieBeer/DeGeweldigeMod Link to comment Share on other sites More sharing options...
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