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Posted

Hi,

as you can see in these screenshots my custom model is not responding to changes in the surrounding lighting: http://imgur.com/a/tYwHm. The TileEntitySpecialRender for the "wings" is attached to the TileEntity residing in the white/black block seen behind the wings. My code for the Model and Render can be seen here:

http://pastebin.com/9enkv6HV (Model)

http://pastebin.com/5hDNvYJy (Renderer, currently extending TileEntitySignRenderer but normally it extends TileEntitySpecialRender, though it have not made any difference)

 

The block is only extending block and uses the default values for getRenderType(), renderAsNormalBlock() and isOpaqueCube, though I don't think the problem is there since I've tried changing them and I want the block to render normally.

 

Any help would be appreciated.

  • Author

Hi,

as you can see in these screenshots my custom model is not responding to changes in the surrounding lighting: http://imgur.com/a/tYwHm. The TileEntitySpecialRender for the "wings" is attached to the TileEntity residing in the white/black block seen behind the wings. My code for the Model and Render can be seen here:

http://pastebin.com/9enkv6HV (Model)

http://pastebin.com/5hDNvYJy (Renderer, currently extending TileEntitySignRenderer but normally it extends TileEntitySpecialRender, though it have not made any difference)

 

The block is only extending block and uses the default values for getRenderType(), renderAsNormalBlock() and isOpaqueCube, though I don't think the problem is there since I've tried changing them and I want the block to render normally.

 

Any help would be appreciated.

int l = this.renderManager.worldObj.getLightBrightnessForSkyBlocks(i, j, k, 0);
        int i1 = l % 65536;
        int j1 = l / 65536;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)i1, (float)j1);

 

That's pulled from the painting renderer, but I'm pretty sure TEs need it too.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

int l = this.renderManager.worldObj.getLightBrightnessForSkyBlocks(i, j, k, 0);
        int i1 = l % 65536;
        int j1 = l / 65536;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)i1, (float)j1);

 

That's pulled from the painting renderer, but I'm pretty sure TEs need it too.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

  • Author

Thanks, that was the correct piece of code, usually it's handled automatically by  the TileEntitySpecialRenderer superclass but since my tileentity was still a block it didn't work. It fixed itself as soon as I moved made the code get the lightvalue from 1 block in front of the tileentity instead.

 

        int l = tileentity.getWorldObj().getLightBrightnessForSkyBlocks(tileentity.xCoord + dirWest, tileentity.yCoord, tileentity.zCoord + dirNorth, 0);
        int i1 = l % 65536;
        int j1 = l / 65536;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)i1, (float)j1);

  • Author

Thanks, that was the correct piece of code, usually it's handled automatically by  the TileEntitySpecialRenderer superclass but since my tileentity was still a block it didn't work. It fixed itself as soon as I moved made the code get the lightvalue from 1 block in front of the tileentity instead.

 

        int l = tileentity.getWorldObj().getLightBrightnessForSkyBlocks(tileentity.xCoord + dirWest, tileentity.yCoord, tileentity.zCoord + dirNorth, 0);
        int i1 = l % 65536;
        int j1 = l / 65536;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)i1, (float)j1);

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