JayZX535 Posted June 21, 2020 Posted June 21, 2020 Hey all, I've been trying to figure out modding in 1.15 after coming from 1.14, and I'm a little bit at a loss. I'm trying to use a texture layer for an entity with color applied to it and it... looks like the new system should support it more innately than the old? There's RGB variables in modelIn.render(matrixStackIn, ivertexbuilder, packedLightIn, LivingRenderer.getPackedOverlay(entityIn, 0.0F), red, green, blue, 1.0F); and judging by the sheep and tropical fish layers, these are used to set the color of the layer. The problem is, it... doesn't seem to work with modded entities? I've been using renderCopyCutoutModel(this.getEntityModel(), entitymodel, entitylivingbaseIn.getPatternTexture(), matrixStackIn, bufferIn, packedLightIn, entitylivingbaseIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, partialTicks, 0.0F, 0.0F, 1.0F; along with other variations in the render method of my layer class and nothing seems to work. I'm totally at a loss. Has anyone gotten a working colored render layer, and if so, how did you do it? Or is something broken at present for modded entities? I'm not sure if there's a step I'm missing or what, but whatever the case may be, I can't seem to find any info on it either. So I'm hoping someone here may be able to help. Thanks, and have a great day. Quote
Novârch Posted June 21, 2020 Posted June 21, 2020 (edited) Are you calling the super method that takes the RGB values in your model? A lot of people do this: @Override public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) { Model.render(matrixStack, buffer, packedLight, packedOverlay); } Note that the method takes in RGB and alpha, but calls a render method that doesn't take those values in, if that doesn't work you can always replace the vanilla rendering logic with your own, take a look at LivingRenderer if you're interested. Edited June 21, 2020 by Novârch Quote It's sad how much time mods spend saying "x is no longer supported on this forum. Please update to a modern version of Minecraft to receive support".
JayZX535 Posted June 21, 2020 Author Posted June 21, 2020 1 hour ago, Novârch said: Are you calling the super method that takes the RGB values in your model? A lot of people do this: @Override public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha) { Model.render(matrixStack, buffer, packedLight, packedOverlay); } Note that the method takes in RGB and alpha, but calls a render method that doesn't take those values in, if that doesn't work you can always replace the vanilla rendering logic with your own, take a look at LivingRenderer if you're interested. This is what I'm calling currently: public void render(MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int packedLightIn, T entityIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch) { float f1 = 0.0F; float f2 = 0.0F; float f3 = 1.0F; renderCopyCutoutModel(this.getEntityModel(), this.model, TECTONIC_GLOW, matrixStackIn, bufferIn, packedLightIn, entityIn, limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, partialTicks, f1, f2, f3); } renderCopyCutoutModel is the same method used for sheep wool and tropical fish, so I expected it would work here as well? It does render the layer, it's just completely untinted. I suppose I could try making my own renderer if I really need to, but I'd like to avoid that if there's a better solution... Quote
JayZX535 Posted June 21, 2020 Author Posted June 21, 2020 WAIT. I just realized you meant the actual entity model class itself and not the layer renderer class (this is what I get for coding late into the night asdfghjkl). My model was indeed calling this: @Override public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ chestBase.render(matrixStack, buffer, packedLight, packedOverlay); bodyBase.render(matrixStack, buffer, packedLight, packedOverlay); tailBase.render(matrixStack, buffer, packedLight, packedOverlay); } When it should have been calling this: @Override public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ chestBase.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha); bodyBase.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha); tailBase.render(matrixStack, buffer, packedLight, packedOverlay, red, green, blue, alpha); } I use BlockBench for my modeling and have been working with the autogenned export mostly, so it's good to know it doesn't add those by default. Everything works great now, so thank you again for your help! Quote
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.