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Posted (edited)

I've seen so many threads like this, but I still can't figure out what the problem is. Have a look at my code:

 

Entity file:

Spoiler

public class EntityRFProjectile extends EntityArrow {


    public EntityRFProjectile(World worldIn) {
        super(worldIn);
    }

    public EntityRFProjectile(World worldIn, double x, double y, double z) {
        super(worldIn, x, y, z);
    }

    public EntityRFProjectile(World worldIn, EntityLivingBase shooter) {
        super(worldIn, shooter);
    }

    @Override
    protected void onHit(RayTraceResult result) {
        if (!world.isRemote)
        {
            if (result.entityHit !=null){
                if(result.entityHit instanceof EntityLivingBase){
                    result.entityHit.attackEntityFrom(DamageSourceRFP.dealDamage(this,this),5f);
                }
            }
            if(result.typeOfHit != RayTraceResult.Type.MISS) {
                setDead();
            }
        }
    }

    @Override
    protected ItemStack getArrowStack() {
        return null;
    }

    protected static class DamageSourceRFP extends EntityDamageSource{

        public DamageSourceRFP(){
            this(null);
        }
        public DamageSourceRFP(Entity sourceIn){
            super("rf-projectile", sourceIn);
        }
        public static DamageSource dealDamage(EntityRFProjectile projectile,Entity source){
            return (new EntityDamageSourceIndirect("rf-projectile",projectile,projectile)).setProjectile();
        }
    }
}

 

Rendering Handler:

Spoiler

@SideOnly(Side.CLIENT)
public class RenderEntityRFProjectile extends Render<EntityRFProjectile> {
    private final ModelRFProjectile model = new ModelRFProjectile();


    private static ResourceLocation TEXTURE = new ResourceLocation(BaseDefence.modId,"textures/entity/rf-projectile.png");

    static {
    }

    public RenderEntityRFProjectile(RenderManager renderManager) {
        super(renderManager);
    }

    @Override
    public void doRender(EntityRFProjectile entity, double x, double y, double z, float entityYaw, float partialTicks) {
        model.render(entity,0f,0f,-1f,0f,0f,1f);
        super.doRender(entity, x, y, z, entityYaw, partialTicks);

    }

    @Nullable
    @Override
    protected ResourceLocation getEntityTexture(EntityRFProjectile entity) {
        return TEXTURE;
    }
}

 

Model File:

Spoiler

@SideOnly(Side.CLIENT)
public class ModelRFProjectile extends ModelBase {
    public ModelRenderer renderer;

    public ModelRFProjectile() {
        this.textureWidth = 64;
        this.textureHeight = 32;

        this.renderer = new ModelRenderer(this, 0, 0);
        this.renderer.setRotationPoint(0.0F, 0.0F, 0.0F);
        this.renderer.addBox(0.0F, 0.0F, 0.0F, 2, 2, 8);
    }

    @Override
    public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float rotationYaw, float rotationPitch, float scale) {
        GlStateManager.enableBlend();
        GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
        GlStateManager.color(1.0F, 1.0F, 1.0F, 0.0F);
        this.renderer.render(scale);
        GlStateManager.disableBlend();
    }
}

 

And finally, server-side

EntityRegistry.registerModEntity(new ResourceLocation(BaseDefence.modId, "rf-projectile"), EntityRFProjectile.class, BaseDefence.modId + ".rf-projectile", id, BaseDefence.instance, 64, 3, true);

and client-side

RenderingRegistry.registerEntityRenderingHandler(EntityRFProjectile.class, RenderEntityRFProjectile::new);

registrations, all in preInit.

 

What am I missing?

 

---SOLUTION---

Thanks to V0idWa1k3r

 

Added translation code to the doRender method and bound the texture to the model in the Render Helper class

Spoiler

@Override
    public void doRender(EntityRFProjectile entity, double x, double y, double z, float entityYaw, float partialTicks) {
        GlStateManager.pushMatrix();
        GlStateManager.translate(x,y,z);
        this.bindEntityTexture(entity);
        model.render(entity,partialTicks,0f,-1f,0f,0f,0.05f);
        GlStateManager.popMatrix();
        super.doRender(entity,x, y, z, entityYaw, partialTicks);
    }

 

Removed unnecessary rendering code from the render method in the model class

Spoiler

@Override
    public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float rotationYaw, float rotationPitch, float scale) {
        this.renderer.render(scale);
    }

 

 

 

Edited by OttselKid
Added solution
Posted (edited)
4 minutes ago, OttselKid said:

model.render(entity,0f,0f,-1f,0f,0f,1f);

You are rendering your model at 0,0,0 view-space wise. You need to translate the matrix accordingly by the x/y/z passed in the doRender method.

You also probably want to bind your texture before rendering the model.

Edited by V0idWa1k3r
  • Like 1
Posted
6 hours ago, V0idWa1k3r said:

You are rendering your model at 0,0,0 view-space wise. You need to translate the matrix accordingly by the x/y/z passed in the doRender method.

You also probably want to bind your texture before rendering the model.

Thank you for pointing this out. Did both things and works great! When I have time, I'll add the solution to the main post so others can see it.

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