Posted July 9, 20178 yr 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 July 11, 20178 yr by OttselKid Added solution
July 9, 20178 yr 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 July 9, 20178 yr by V0idWa1k3r
July 9, 20178 yr Author 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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