Posted March 23, 20196 yr 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 March 26, 20196 yr by kpzip solved
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