Posted March 7, 20196 yr I am trying to get the texture of a Potion (with the colored liquid) from the ItemStack. I cannot find where the texture for the ItemStack is located, if it is in the ItemStack object I cannot find a method to find it. Also I do need to check if the item is a potion, and the Potion class does not extend Item, I can't find the Item class for potions. The Potion item seems to load a potion texture, and color it in with a color specified in the Potion object. So my question is: Where is the texture for an ItemStack located/what method can I call to get it (Do I need reflection)? How do I check if an ItemStack is a potion? Since this is being drawn to a GUI if there is a method to bind the ItemStack's texture that would also be a great solution.
March 7, 20196 yr Look at - ItemRenderer#getItemModelWithOverrides - ForgeHooksClient#handleCameraTransforms - RenderItem#renderItem - IBakedModel#getQuads - BakedQuad#getSprite About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
March 12, 20196 yr Author Ok I figured out how to get the item model: IBakedModel model = mc.getRenderItem().getItemModelMesher().getItemModel(item); and I render it like this: IBakedModel model = mc.getRenderItem().getItemModelMesher().getItemModel(item); mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture); mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).setBlurMipmap(false, false); boolean flag = model.isGui3d(); if (!flag) { GlStateManager.scale(2.0F, 2.0F, 2.0F); } GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.enableRescaleNormal(); GlStateManager.alphaFunc(516, 0.1F); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.pushMatrix(); // TODO: check if negative scale is a thing model = net.minecraftforge.client.ForgeHooksClient.handleCameraTransforms(model, ItemCameraTransforms.TransformType.GUI); mc.getRenderItem().renderItem(item, model); GlStateManager.cullFace(1029); GlStateManager.popMatrix(); GlStateManager.disableRescaleNormal(); GlStateManager.disableBlend(); mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture); mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).restoreLastBlurMipmap(); GlStateManager.popMatrix(); I am checking if it is a potion by getting the unlocalized name and checking if it contains potion. Thanks for pointing out the ItemRenderer class.
March 24, 20196 yr Author On 3/12/2019 at 4:55 PM, diesieben07 said: This is not how you check for specific items! Compare the Item instance to the constants in the Items class. Where is the Item instance for a potion?
March 24, 20196 yr Author Okay, I have updated that, but why does OpenGL not find a matrix, event though I pushed a matrix?
March 25, 20196 yr On 3/24/2019 at 12:12 PM, Big_Bad_E said: Okay, I have updated that, but why does OpenGL not find a matrix, event though I pushed a matrix? This is an example of how not to ask for help with an error. You haven’t provided any context at all. We need - your updated code - the actual error I would guess that you’re forgetting to push or pop a matrix somewhere About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
March 25, 20196 yr Author Oops, forgot to update my code. The code: public void draw(Minecraft mc) { InventoryPlayer inventory = mc.thePlayer.inventory; for (ItemStack item : inventory.mainInventory) { if(item == null) continue; if (item.getItem().getUnlocalizedName().contains("potion")) { IBakedModel model = mc.getRenderItem().getItemModelMesher().getItemModel(item); mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture); mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).setBlurMipmap(false, false); boolean flag = model.isGui3d(); if (!flag) { GlStateManager.scale(2.0F, 2.0F, 2.0F); } GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.enableRescaleNormal(); GlStateManager.alphaFunc(516, 0.1F); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.pushMatrix(); model = net.minecraftforge.client.ForgeHooksClient.handleCameraTransforms(model, ItemCameraTransforms.TransformType.GUI); mc.getRenderItem().renderItem(item, model); GlStateManager.cullFace(1029); GlStateManager.disableRescaleNormal(); GlStateManager.disableBlend(); mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture); mc.getTextureManager().getTexture(TextureMap.locationBlocksTexture).restoreLastBlurMipmap(); GlStateManager.popMatrix(); drawCenteredString(mc.fontRendererObj, "test", (int) (mc.displayWidth*position.x), (int) (mc.displayHeight*position.y), Integer.parseInt("FFAA00", 16)); } } } Currently, nothing is drawn to the screen except the word "Test" with no color. No errors are in console and for some reason the Player inventory is 2x bigger (The armor bar and a bit of the paler are the only things on screen). Another attempt: This code replaces mc.getRenderItem().renderItem(item, model): Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); worldrenderer.begin(7, DefaultVertexFormats.ITEM); for (EnumFacing enumfacing : EnumFacing.values()) { this.renderQuads(worldrenderer, model.getFaceQuads(enumfacing), -1, item); } this.renderQuads(worldrenderer, model.getGeneralQuads(), -1, item); tessellator.draw(); Test is drawn in orange, but no item is drawn. Player inventory is normal scale again. (Also, no GlErrors from GL11.glGetErrors()) Edited March 25, 20196 yr by Big_Bad_E
March 25, 20196 yr 10 minutes ago, Big_Bad_E said: GlStateManager.pushMatrix(); 11 minutes ago, Big_Bad_E said: GlStateManager.popMatrix(); 11 minutes ago, Big_Bad_E said: GlStateManager.popMatrix(); 1 push and 2 pops? About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
March 25, 20196 yr The way I would do this is get it to work calling vanilla methods, then copy the stuff from inside the methods and remove the stuff you don’t want until you’re happy. About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
March 25, 20196 yr Author Just now, Cadiboo said: The way I would do this is get it to work calling vanilla methods, then copy the stuff from inside the methods and remove the stuff you don’t want until you’re happy. That is what I am doing, most the code is from the ItemRenderer class. The rest is from the renderItem() method.
March 25, 20196 yr I can see that, what I was saying is that if you break something, just go back up a method until it works again About Me Spoiler My Discord - Cadiboo#8887 My Website - Cadiboo.github.io My Mods - Cadiboo.github.io/projects My Tutorials - Cadiboo.github.io/tutorials Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support. When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible. Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)
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