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[1.10.2] texture overlay and coloring


abused_master

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What exactly do you mean by a texture overlay?

 

To colour an item model dynamically, register an IItemColor for the Item by calling ItemColors#registerItemColorHandler on Minecraft#getItemColors in init on the client side.

 

The tint index passed to IItemColor#getColorFromItemstack tells you which part of the model is being rendered. For regular models, the tint index is manually specified for each face in the model. For models that extend builtin/generated, the tint index for each layerN texture is N.

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.

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Iv managed to figure out both of those, but to a certain extent, this item has 9 other sub items, iv colored the main item, and the overlay easilly, but for the sub items i did this:

public class ItemSingularity extends Item implements IItemColor {

    SingularityType type;

    public ItemSingularity(String UnlocalizedName){
        this.setHasSubtypes(true);
        this.setMaxDamage(0);
        this.setUnlocalizedName(UnlocalizedName);
        this.setCreativeTab(AvaritiaAdditions.AvaritiaAdditions);
        GameRegistry.register(this.setRegistryName(UnlocalizedName));

    }

    @Override
    public String getUnlocalizedName(ItemStack stack) {
        int i = MathHelper.clamp_int(stack.getItemDamage(), 0, SingularityType.values().length);
        return "item.singularity_" + SingularityType.values()[i];
    }

    @SuppressWarnings({ "unchecked", "rawtypes" })
    @SideOnly(Side.CLIENT)
    @Override
    public void getSubItems(Item item, CreativeTabs tab, List list) {
        for (int j = 0; j < SingularityType.values().length; ++j) {
            list.add(new ItemStack(item, 1, j));
        }
    }

    @Override
    public EnumRarity getRarity(ItemStack stack)
    {
        return EnumRarity.UNCOMMON;
    }

    @Override
    public int getColorFromItemstack(ItemStack stack, int tintIndex) {
        switch (type) {
            case iron:
                if (tintIndex == 0)
                    return 0x7F7F7F;
                if (tintIndex == 1)
                    return 0xBFBFBF;
                break;
            case gold:
                if (tintIndex == 0)
                    return 0xdba213;
                if (tintIndex == 1)
                    return 0xBFBFBF;
                break;
            case lapis:
                if (tintIndex == 0)
                    return 0x224baf;
                if (tintIndex == 1)
                    return 0x5a82e2;
                break;
            case redstone:
                if (tintIndex == 0)
                    return 0x900000;
                if (tintIndex == 1)
                    return 0xDF0000;
                break;
            case netherquartz:
                if (tintIndex == 0)
                    return 0x94867d;
                if (tintIndex == 1)
                    return 0xeeebe6;
                break;
            case copper:
                if (tintIndex == 0)
                    return 0x89511A;
                if (tintIndex == 1)
                    return 0xE47200;
                break;
            case tin:
                if (tintIndex == 0)
                    return 0x9BA9B2;
                if (tintIndex == 1)
                    return 0xA5C7DE;
                break;
            case lead:
                if (tintIndex == 0)
                    return 0x3E3D4E;
                if (tintIndex == 1)
                    return 0x444072;
                break;
            case silver:
                if (tintIndex == 0)
                    return 0xD5D5D5;
                if (tintIndex == 1)
                    return 0xF9F9F9;
                break;
            case nickel:
                if (tintIndex == 0)
                    return 0xC4C698;
                if (tintIndex == 1)
                    return 0xDEE187;
                break;
        }
        return 0;
    }
    public enum SingularityType implements IStringSerializable {
        iron("iron"),
        gold("gold"),
        lapis("lapis"),
        redstone("redstone"),
        netherquartz("quartz"),
        copper("copper"),
        tin("tin"),
        lead("lead"),
        silver("silver"),
        nickel("nickel");

        final String name;

        SingularityType(String name) {
            this.name = name;
        }

        @Override
        public String getName() {
            return name;
        }
    }
}

could someone tell me if i did this right or wrong? and if wrong what i need to change/fix?
my json:

{
    "parent": "item/generated",
    "textures": {
        "layer0": "avaritiaadditions:items/singularity2",
		"layer1": "avaritiaadditions:items/singularity"
    }
}

how do i go about rending the other sub items?

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Don't implement IItemColor on your Item, it's a client-only interface and as such will crash the dedicated server if you reference it in common code. You need to create a completely separate implementation of it (e.g. with an anonymous class or lambda).

 

You can't store the SingularityType in a field of your Item class unless you create and register an instance of the class for each SingularityType. You need to use the ItemStack's metadata value to get the SingularityType.

 

You should store the colours as part of the SingularityType enum rather than using a giant switch statement to determine the colour.

Edited by Choonster
  • Like 1

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.

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24 minutes ago, Choonster said:

Don't implement IItemColor on your Item, it's a client-only interface and as such will crash the dedicated server if you reference it in common code.

 

You can't store the SingularityType in a field of your Item class unless you create and register an instance of the class for each SingularityType. You need to use the ItemStack's metadata value to get the SingularityType.

 

You should store the colours as part of the SingularityType enum rather than using a giant switch statement to determine the colour.

Ah i see, all right thank you, iv managed to get it working :D 

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