Rivendark2013 Posted February 5, 2013 Share Posted February 5, 2013 Ok, i know when im truly stumped. Im trying to figure out how to add a Custom Modeled Chest into the game. The only tutorials ive been able to find are outdated and or done for ModLoader. Ill post the mess i have, in hopes someone can either tell me what ive messed up, or point me to a tutorial or repository that can get me back on track. What i cant figure out is how to go from the outdated ML tutorials, to current forge, and whether i need to render my model as a block, tile entity, ect. Any help will be greatly appriciated. Ill also leave my github repo link here if that makes it easier for people to untangle this mess i have right now. https://github.com/Rivendark/quantumassembly my base file: QuantumAssembly.java public class QuantumAssembly { @Instance("quantumassembly") public static QuantumAssembly instance; public static CreativeTabs tabMachine = new QuantumAssemblyMachineTab(CreativeTabs.getNextID(), "Rivendark_QuantumAssemblyMachineTab"); public static String blockTextureFile = "/gfx/BlankSheet.png"; public static int QuantumStorageBlock_ID = 250; public static int QuantumStorageBlock_IID = -6; public static int QuantumStorageBlock_TID = 0; public static int QuantumStorageBlock_RID; public static Material QuantumStorageBlock_Material = Material.iron; public static Block QuantumStorageBlock = new BlockQuantumStorage(); //public static Item QuantumStorageItemBlock = (new ItemBlockQuantumStorage(QuantumStorageBlock_IID, QuantumStorageBlock) //.setItemName("ItemQuantumStorageBlock")); public static QuantumAssemblyProxy proxy; @Init public void load(FMLInitializationEvent event){ //NetworkRegistry.instance().registerGuiHandler(this, proxy); proxy.registerBlocks(); //proxy.registerTiles(); proxy.addNames(); proxy.addRecipes(); proxy.registerRenderThings(); QuantumStorageBlock.getBlockTextureFromSide(0); } Proxy file: public class QuantumAssemblyProxy implements IGuiHandler { @SidedProxy(clientSide = "rivendark.mods.quantumassembly.core.QuantumAssemblyProxyClient", serverSide = "rivendark.mods.quantumassembly.core.QuantumAssemblyProxy") public static QuantumAssemblyProxy proxy; public void registerRenderThings() { } @Override public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { // TODO Auto-generated method stub return null; } @Override public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { // TODO Auto-generated method stub return null; } public void registerTiles(){ } public void registerBlocks(){ GameRegistry.registerBlock(QuantumAssembly.QuantumStorageBlock, "rivendark_QuantumStorageBlock"); } public void addNames(){ LanguageRegistry.addName(QuantumAssembly.QuantumStorageBlock, "Quantum Storage Unit"); } public void addRecipes(){ } Client Proxy File: public class QuantumAssemblyProxyClient extends QuantumAssemblyProxy { @Override public void registerRenderThings(){ MinecraftForgeClient.preloadTexture(QuantumAssembly.blockTextureFile); //To Do. QuantumAssembly.QuantumStorageBlock_RID = RenderingRegistry.instance().getNextAvailableRenderId(); RenderingRegistry.instance().registerBlockHandler( QuantumAssembly.QuantumStorageBlock_RID,new QuantumStorageBlockRenderer()); } } Block File: public class BlockQuantumStorage extends BlockContainer { public BlockQuantumStorage() { super(QuantumAssembly.QuantumStorageBlock_ID, QuantumAssembly.QuantumStorageBlock_TID, Material.iron); //tileClass = class1; this.setTextureFile(QuantumAssembly.blockTextureFile); this.setBlockName("Rivendark_BlockQuantumStorage"); this.setHardness(5.0F); this.setResistance(150.0F); this.setStepSound(super.soundMetalFootstep); this.setCreativeTab(QuantumAssembly.tabMachine); this.setRequiresSelfNotify(); } @Override public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int idk, float what, float these, float are){ TileEntity tileEntity = world.getBlockTileEntity(x, y, z); if(tileEntity == null || player.isSneaking()){ return false; } player.openGui(QuantumAssembly.instance, 0, world, x, y, z); return true; } @Override public void breakBlock(World world, int x, int y, int z, int par5, int par6) { // dropItems(world, x, y, z); super.breakBlock(world, x, y, z, par5, par6); } private void dropItems(World world, int x, int y, int z) { Random rand = new Random(); TileEntity tileEntity = world.getBlockTileEntity(x, y, z); if(!(tileEntity instanceof IInventory)){ return; } IInventory inv = (IInventory) tileEntity; for(int i = 0; i < inv.getSizeInventory(); i++){ ItemStack item = inv.getStackInSlot(i); if(item != null && item.stackSize > 0){ float rx = rand.nextFloat() * 0.8F + 0.1F; float ry = rand.nextFloat() * 0.8F + 0.1F; float rz = rand.nextFloat() * 0.8F + 0.1F; EntityItem entityItem = new EntityItem(world, x + rx, y + ry, z + rz, new ItemStack(item.itemID, item.stackSize, item.getItemDamage())); if(item.hasTagCompound()){ entityItem.func_92014_d().setTagCompound((NBTTagCompound) item.getTagCompound().copy()); } float factor = 0.05F; entityItem.motionX = rand.nextGaussian() * factor; entityItem.motionY = rand.nextGaussian() * factor + 0.2F; entityItem.motionZ = rand.nextGaussian() * factor; world.spawnEntityInWorld(entityItem); item.stackSize = 0; } } } @SideOnly(Side.CLIENT) public int getBlockTextureFromSide(int i){ return QuantumAssembly.QuantumStorageBlock_TID; } @Override public TileEntity createNewTileEntity(World var1) { return new TileQuantumStorage(); } public TileEntity getBlockEntity(){ return new TileQuantumStorage(); } public int getRenderType(){ return QuantumAssembly.QuantumStorageBlock_RID; } public boolean isQpaqueCube(){ return false; } public boolean renderAsNormalBlock(){ return false; } TileEntityRenderer File: public class QuantumStorageTileEntityRenderer extends TileEntitySpecialRenderer { private QuantumStorageModel quantumStorageModel; public QuantumStorageTileEntityRenderer(){ quantumStorageModel = new QuantumStorageModel(); } @Override public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float f) { renderAModelAt((TileQuantumStorage) tile, x, y, z, f); } public void renderAModelAt(TileQuantumStorage tile, double x, double y, double z, float f){ bindTextureByName("../core/gfx/QuantumStorageTexture.png"); GL11.glPushMatrix(); GL11.glTranslatef((float)+x + 0.5F, (float)+y + 0.5F, (float)+z + 0.5F); GL11.glRotatef(0, 0.0F, 1.0F, 0.0F); GL11.glScalef(1.0F, -1F, -1F); quantumStorageModel.renderModel(0.0625F); GL11.glPopMatrix(); } } Tile File: public class TileQuantumStorage extends TileEntity implements IInventory { private ItemStack[] inv; public TileQuantumStorage(){ } @Override public int getSizeInventory() { // TODO Auto-generated method stub return 0; } @Override public ItemStack getStackInSlot(int var1) { // TODO Auto-generated method stub return null; } @Override public ItemStack decrStackSize(int var1, int var2) { // TODO Auto-generated method stub return null; } @Override public ItemStack getStackInSlotOnClosing(int var1) { // TODO Auto-generated method stub return null; } @Override public void setInventorySlotContents(int var1, ItemStack var2) { // TODO Auto-generated method stub } @Override public String getInvName() { // TODO Auto-generated method stub return null; } @Override public int getInventoryStackLimit() { // TODO Auto-generated method stub return 0; } @Override public boolean isUseableByPlayer(EntityPlayer var1) { // TODO Auto-generated method stub return false; } @Override public void openChest() { // TODO Auto-generated method stub } @Override public void closeChest() { // TODO Auto-generated method stub } } Quote Link to comment Share on other sites More sharing options...
Mazetar Posted February 6, 2013 Share Posted February 6, 2013 Try taking a look at this: https://github.com/cpw/ironchest it's cpw's own IronChest mod, it's not a tutorial or guide but seeing how he is doing it should help ya get it working Quote If you guys dont get it.. then well ya.. try harder... Link to comment Share on other sites More sharing options...
Rivendark2013 Posted February 6, 2013 Author Share Posted February 6, 2013 Thank you, that does help, esp with setting up the inventories and such, but the one thing not there that im having the hardest time with is custom block renders, and how to handle them. Example of what i mean would be the new blulectric motors from RP2. Quote Link to comment Share on other sites More sharing options...
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