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Posted

Thats the entity, I said you would probably need to change the renderer

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Posted

Post your current code

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Posted

@Cadiboo My renderer class says this

public class Renderer extends Render<EntityNuclearBombPrimed> {

    public Renderer(RenderManager renderManager) {
        super(renderManager);
    }

    @Nullable
    @Override
    protected ResourceLocation getEntityTexture(EntityNuclearBombPrimed entity) {
        return null;
    }
}

 

Posted
On 5/19/2019 at 2:57 PM, Cadiboo said:

You would probably need to extend the TNT renderer or at least copy the logic from it

 

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Posted

Then you need to go back and learn basic Java. 

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Posted

Ok lol yesterday I was so tired so sorry for acting stupid.

Here is my renderer class now however I still get no render

@OnlyIn(Dist.CLIENT)
public class Renderer extends Render<EntityNuclearBombPrimed> {

    public Renderer(RenderManager renderManagerIn) {
        super(renderManagerIn);
        this.shadowSize = 0.5F;
    }

    /**
     * Renders the desired {@code T} type Entity.
     */
    public void doRender(EntityNuclearBombPrimed entity, double x, double y, double z, float entityYaw, float partialTicks) {
        BlockRendererDispatcher blockrendererdispatcher = Minecraft.getInstance().getBlockRendererDispatcher();
        GlStateManager.pushMatrix();
        GlStateManager.translatef((float)x, (float)y + 0.5F, (float)z);
        if ((float)entity.getFuse() - partialTicks + 1.0F < 10.0F) {
            float f = 1.0F - ((float)entity.getFuse() - partialTicks + 1.0F) / 10.0F;
            f = MathHelper.clamp(f, 0.0F, 1.0F);
            f = f * f;
            f = f * f;
            float f1 = 1.0F + f * 0.3F;
            GlStateManager.scalef(f1, f1, f1);
        }

        float f2 = (1.0F - ((float)entity.getFuse() - partialTicks + 1.0F) / 100.0F) * 0.8F;
        this.bindEntityTexture(entity);
        GlStateManager.rotatef(-90.0F, 0.0F, 1.0F, 0.0F);
        GlStateManager.translatef(-0.5F, -0.5F, 0.5F);
        blockrendererdispatcher.renderBlockBrightness(Blocks.TNT.getDefaultState(), entity.getBrightness());
        GlStateManager.translatef(0.0F, 0.0F, 1.0F);
        if (this.renderOutlines) {
            GlStateManager.enableColorMaterial();
            GlStateManager.enableOutlineMode(this.getTeamColor(entity));
            blockrendererdispatcher.renderBlockBrightness(Blocks.TNT.getDefaultState(), 1.0F);
            GlStateManager.disableOutlineMode();
            GlStateManager.disableColorMaterial();
        } else if (entity.getFuse() / 5 % 2 == 0) {
            GlStateManager.disableTexture2D();
            GlStateManager.disableLighting();
            GlStateManager.enableBlend();
            GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.DST_ALPHA);
            GlStateManager.color4f(1.0F, 1.0F, 1.0F, f2);
            GlStateManager.polygonOffset(-3.0F, -3.0F);
            GlStateManager.enablePolygonOffset();
            blockrendererdispatcher.renderBlockBrightness(Blocks.TNT.getDefaultState(), 1.0F);
            GlStateManager.polygonOffset(0.0F, 0.0F);
            GlStateManager.disablePolygonOffset();
            GlStateManager.color4f(1.0F, 1.0F, 1.0F, 1.0F);
            GlStateManager.disableBlend();
            GlStateManager.enableLighting();
            GlStateManager.enableTexture2D();
        }

        GlStateManager.popMatrix();
        super.doRender(entity, x, y, z, entityYaw, partialTicks);
    }

    /**
     * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture.
     */
    protected ResourceLocation getEntityTexture(EntityNuclearBombPrimed entity) {
        return new ResourceLocation(modid,"nuclear_bomb");
    }
}

This may sound stupid but do I need to create a separate entity texture or can I use the one for the block like I am now... I'm guessing im wrong

Posted

I also have a feeling this could be incorrect

protected ResourceLocation getEntityTexture(EntityNuclearBombPrimed entity) {
        return new ResourceLocation(modid,"nuclear_bomb");
    }

This is at the bottom of the render class

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