Posted May 3, 201312 yr the doRender() Override method for my class that extends Render never gets called. Code for the Render class looks like this public class SpellRenderer extends Render{ public void spellRenderer(Spell par1EntityArrow, double par2, double par4, double par6, float par8, float par9) { //does things } @Override public void doRender(Entity par1EntityArrow, double par2, double par4, double par6, float par8, float par9) { spellRenderer((Spell)par1EntityArrow, par2, par4, par6, par8, par9); } } ClientProxy looks like this public class ClientProxy extends nothign.WWands.CommonProxy { @Override public void registerRenderers() { MinecraftForgeClient.preloadTexture(ITEMS_PNG); MinecraftForgeClient.preloadTexture(BLOCK_PNG); EntityRegistry.registerGlobalEntityID(LightSpell.class, "LightSpell", ModLoader.getUniqueEntityId()); RenderingRegistry.registerEntityRenderingHandler(LightSpell.class, new SpellRenderer()); } } And the proxy gets called inside the load method that's inside my main class... The load method looks like this @Init public void load(FMLInitializationEvent event) { proxy.registerRenderers(); this.GameRegistrys(); this.Recipes(); this.LanguageRegistrys(); } If I follow the code through I see that the RenderingRegistry.registerEntityRenderingHandler methods get processed and that all goes as planned. But when a lightSpell is created the doRender() is never called. I know that the lightSpells are being created because they extend EntityThrowable and fire their onImpact methods just fine. They're just invisible in the world. So if you find a mistake I'm making or there is a new method for registering for a render then please let me know.
May 3, 201312 yr I'm not sure, but try EntityRegistry.registerModEntity(EntityYour.class, "uniqueStringName", 1, this, 64, 1, true); isnstead of registerGlobalEntityID and place it in your mod load method. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
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