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Posted

Hello,

Is there any way, how can I bind different textures to different boxes of my entity model? Right now, all of my boxes have exactly the same texture and I want them to look different. I looked on vanilla entity textures and it looks like textures for all the boxes are in a single texture (file) and minecraft somehow magicaly manages to put the right parts of it on the right boxes. But for my entity this doesn't work.

Model:

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;

public class ModelBallista extends ModelBase {
	
	private final ModelRenderer partA;
	private final ModelRenderer partB;
	
	public ModelBallista() {
		partA = new ModelRenderer(this);
		partB = new ModelRenderer(this);
		
		partA.addBox(-2, 0, -2, 4, 17, 4);//support
		partB.addBox(-3, 0, -22, 6, 2, 44);//main part
		partB.addBox(-3, 0, -23, 2, 5, 1);
		partB.addBox(1, 0, -23, 2, 5, 1);
		partB.addBox(-1, 2, -23, 2, 2, 40);//bolt
		partB.addBox(3, 2, -22, 8, 2, 1);
		partB.addBox(-11, 2, -22, 8, 2, 1);
		partB.addBox(11, 2, -21, 6, 2, 1);
		partB.addBox(-17, 2, -21, 6, 2, 1);
		partB.addBox(17, 2, -20, 5, 2, 1);
		partB.addBox(-22, 2, -20, 5, 2, 1);
		partB.addBox(-22, 3, -19, 44, 0, 37);//string
		this.partB.setRotationPoint(0, 16, 0);
	}
	
	@Override
	public void render(Entity entityIn, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scale) 
	{
		this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scale, entityIn);
		this.partA.render(scale);
		this.partB.render(scale);
	}
	
	@Override
	public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entityIn)
	{
		this.partB.rotateAngleX = -0.017453292F * headPitch;
		this.partB.rotateAngleY = 0.017453292F * (180 - netHeadYaw);
		super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entityIn);
	}

}

Renderer:

import com.mujmajnkraft.bettersurvival.Reference;
import com.mujmajnkraft.bettersurvival.client.model.ModelBallista;
import com.mujmajnkraft.bettersurvival.entities.siegeweapons.EntityBallista;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.entity.Render;
import net.minecraft.client.renderer.entity.RenderManager;
import net.minecraft.client.renderer.texture.TextureMap;
import net.minecraft.util.ResourceLocation;

public class RenderBallista extends Render<EntityBallista>{

	//private static final ResourceLocation BALLISTA_TEXTURES = new ResourceLocation(Reference.MOD_ID+":textures/entity/minecart.png");
	protected ModelBase model = new ModelBallista();
	
	public RenderBallista(RenderManager renderManager) {
		super(renderManager);
	}
	
	@Override
	public void doRender(EntityBallista entity, double x, double y, double z, float entityYaw, float partialTicks) {
		GlStateManager.pushMatrix();
		GlStateManager.translate(x, y, z);
		this.bindEntityTexture(entity);
		this.model.render(entity, 0.0F, 0.0F, -0.1F, entity.rotationYaw, entity.rotationPitch, 0.0625F);
		GlStateManager.popMatrix();
		super.doRender(entity, x, y, z, entityYaw, partialTicks);
	}

	@Override
	protected ResourceLocation getEntityTexture(EntityBallista entity) {
		return new ResourceLocation(Reference.MOD_ID + ":textures/entities/ballista.png");
	}

}

Thanks for any help.

Posted

This is what texture offsets are for. Rather than binding a different texture, you offset the location of each box to use a different part of the same texture.

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