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I have a TESR for a custom chest that I have for my mod. When I break the chest, the particles don't have a proper texture, and I'm wondering if you need to set a texture file for the particles. Here is my code for the TESR:

 

package com.kpzip.SushiMod.blocks.animation;

import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.util.ResourceLocation;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

import com.kpzip.SushiMod.blocks.tileentity.TileEntityBambooChest;
import com.kpzip.SushiMod.util.Reference;

@SideOnly(Side.CLIENT)
public class RenderBambooChest extends TileEntitySpecialRenderer<TileEntityBambooChest> {
	
	private static final ResourceLocation TEXTURE = new ResourceLocation(Reference.MOD_ID + ":textures/blocks/bamboo_chest.png");
	private final ModelBambooChest MODEL = new ModelBambooChest();
	
	@Override
    public void render(TileEntityBambooChest te, double x, double y, double z, float partialTicks, int destroyStage, float alpha)
    {
        GlStateManager.enableDepth();
        GlStateManager.depthFunc(515);
        GlStateManager.depthMask(true);
       
        ModelBambooChest model = MODEL;
       
        if (destroyStage >= 0)
        {
            this.bindTexture(DESTROY_STAGES[destroyStage]);
            GlStateManager.matrixMode(5890);
            GlStateManager.pushMatrix();
            GlStateManager.scale(4.0F, 4.0F, 1.0F);
            GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
            GlStateManager.matrixMode(5888);
        }
        else this.bindTexture(TEXTURE);
       
        GlStateManager.pushMatrix();
        GlStateManager.enableRescaleNormal();
        GlStateManager.translate((float)x, (float)y + 1.0F, (float)z + 1.0F);
        GlStateManager.scale(1.0F, -1.0F, -1.0F);
        GlStateManager.translate(0.5F, 0.5F, 0.5F);
        GlStateManager.translate(-0.5F, -0.5F, -0.5F);
       
        float f = te.prevLidAngle + (te.lidAngle - te.prevLidAngle) * partialTicks;
        f = 1.0F - f;
        f = 1.0F - f * f * f;
        model.lid.rotateAngleX = -(f * ((float)Math.PI / 2F));
        model.renderAll();
        GlStateManager.disableRescaleNormal();
        GlStateManager.popMatrix();
        GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
 
        if (destroyStage >= 0)
        {
            GlStateManager.matrixMode(5890);
            GlStateManager.popMatrix();
            GlStateManager.matrixMode(5888);
        }  
    }

}

 

And here is my code for the model in case you need it:

 

package com.kpzip.SushiMod.blocks.animation;

import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraftforge.fml.relauncher.Side;
import net.minecraftforge.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class ModelBambooChest extends ModelBase {
    public ModelRenderer handle;
    public ModelRenderer lid;
    public ModelRenderer storage;

    public ModelBambooChest() {
        this.textureWidth = 64;
        this.textureHeight = 64;
        this.lid = new ModelRenderer(this, 0, 0);
        this.lid.setRotationPoint(1.0F, 7.0F, 15.0F);
        this.lid.addBox(0.0F, -5.0F, -14.0F, 14, 5, 14, 0.0F);
        this.handle = new ModelRenderer(this, 0, 0);
        this.handle.setRotationPoint(8.0F, 7.0F, 15.0F);
        this.handle.addBox(-1.0F, -2.0F, -15.0F, 2, 4, 1, 0.0F);
        this.storage = new ModelRenderer(this, 0, 19);
        this.storage.setRotationPoint(1.0F, 6.0F, 1.0F);
        this.storage.addBox(0.0F, 0.0F, 0.0F, 14, 10, 14, 0.0F);
    }
    
    public void renderAll() {
    	this.handle.rotateAngleX = this.lid.rotateAngleX;
    	this.lid.render(0.0625F);
    	this.handle.render(0.0625F);
    	this.storage.render(0.0625F);
    }

    
}

 

Edited by kpzip
solved

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