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[1.11.2] Render custom projectile


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I am trying to render  my custom projectile, but it seems to not load the texture. This is my code.

package com.mujmajnkraft.bettersurvival.client.render;

import javax.annotation.Nonnull;

import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;

import com.mujmajnkraft.bettersurvival.entities.EntityFlyingSpear;

import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.block.model.ItemCameraTransforms;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.init.Items;
import net.minecraft.item.ItemStack;
import net.minecraft.util.ResourceLocation;
import net.minecraft.util.math.MathHelper;

public class RenderFlyingSpear extends Render<EntityFlyingSpear>
	public RenderFlyingSpear(RenderManager renderManager) 
	  public void doRender(@Nonnull EntityFlyingSpear entity, double x, double y, double z, float entityYaw, float partialTicks) {
	    // preface: Remember that the rotations are applied in reverse order.
	    // the rendering call does not apply any transformations.
	    // That'd screw things up, since it'd be applied before our transformations
	    // So remember to read this from the rendering call up to this line

	    // can be overwritten in customRendering
	    ItemStack item = entity.getSpear();


	    // last step: translate from 0/0/0 to correct position in world
	    GL11.glTranslated(x, y, z);
	    // mkae it smaller
	    GL11.glScalef(0.5F, 0.5F, 0.5F);

	    customRendering(entity, x, y, z, entityYaw, partialTicks);

	    // arrow shake
	    float f11 = (float) entity.arrowShake - partialTicks;
	    if(f11 > 0.0F) {
	    	float f12 = -MathHelper.sin(f11 * 3.0F) * f11;
	      	GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F);

	    if(renderManager == null || renderManager.renderEngine == null) {

	    // draw correct texture. not some weird block fragments.

	    if(item != null) {
	    	Minecraft.getMinecraft().getRenderItem().renderItem(item, ItemCameraTransforms.TransformType.NONE);
	    else {
	    	ItemStack dummy = new ItemStack(Items.STICK);
	    	Minecraft.getMinecraft().getRenderItem().renderItem(dummy, Minecraft.getMinecraft().getRenderItem().getItemModelMesher().getModelManager().getMissingModel());


	    super.doRender(entity, x, y, z, entityYaw, partialTicks);

	  public void customRendering(EntityFlyingSpear entity, double x, double y, double z, float entityYaw, float partialTicks) {
	    // flip it, flop it, pop it, pull it, push it, rotate it, translate it, TECHNOLOGY

	    // rotate it into the direction we threw it
	    GL11.glRotatef(entity.rotationYaw, 0f, 1f, 0f);
	    GL11.glRotatef(-entity.rotationPitch, 1f, 0f, 0f);

	    // adjust "stuck" depth
	    if(entity.isInGround()) {
	      GL11.glTranslated(0, 0, 0);

	    	customCustomRendering(entity, x, y, z, entityYaw, partialTicks);

	    	// rotate it so it faces forward
	    	GL11.glRotatef(-90f, 0f, 1f, 0f);

	    	// rotate the projectile it so it faces upwards
	    	GL11.glRotatef(-45, 0f, 0f, 1f);

	  /** If you just want to rotate it or something but the overall "have it heading towards the target" should stay the same */
	  protected void customCustomRendering(EntityFlyingSpear entity, double x, double y, double z, float entityYaw, float partialTicks) {}

	protected ResourceLocation getEntityTexture(EntityFlyingSpear entity) {

This is mostly copied from https://github.com/SlimeKnights/TinkersConstruct/blob/master/src/main/java/slimeknights/tconstruct/library/client/renderer/RenderProjectileBase.java. However the entity looks like black and pink box, not like an item. Other thinks like rotation seem to be fine. Thanks for any help.

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