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[1.15.2] Custom EntityArrow not rendering texture


xanderindalzone
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Hi, back in 1.12.2 I made a custom arrow following a tutorial on youtube. Now that I'm updating everything to 1.15.2, the guy that made that tutorial hasn't shown how to do it in 1.15.2. 

 

I'm trying to update the bullet entity code, which extends from EntityArrow, but I can't get it to render the bullet texture, its rendering the minecraft arrow texture all the time.

I've checked the log, and it appears that the render is not registering, but I dont know where update the code to fix the issue.

 

Here are my classes, I probably have something wrong or missing, I'm not very good with registries or renders.

 

MAIN CLASS:

Quote

@Mod("customgunsmod")
public class CustomGunsMod
{
    
    public static final String MOD_ID = "customgunsmod";
    public static CustomGunsMod instance;
    
    
    /*=============*/
    /*CREATIVE TABS*/
    /*=============*/
    public static final GunsItemGroup GUNS_TAB = new GunsItemGroup("guns");
    public static final AmmoItemGroup AMMO_TAB = new AmmoItemGroup("ammo");
    public static final CustomBlocksItemGroup CUSTOM_BLOCKS_TAB = new CustomBlocksItemGroup("custom_blocks");

    
    
    // Directly reference a log4j logger.
    private static final Logger LOGGER = LogManager.getLogger();

    public CustomGunsMod() {
        // Register the setup method for modloading
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup);

        // Register the doClientStuff method for modloading
        FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff);

        // Register ourselves for server and other game events we are interested in
        MinecraftForge.EVENT_BUS.register(this);
        
        instance = this;
    }

    private void setup(final FMLCommonSetupEvent event)
    {
        // some preinit code
        LOGGER.info("======================");
        LOGGER.info("Loading CustomGunsMod!");
        LOGGER.info("======================");
        
        //Renderiza este bloque con textura trasnparente
        RenderTypeLookup.setRenderLayer(Init.ARMORED_GLASS_BLOCK, RenderType.getCutoutMipped());
        
    }
    


    private void doClientStuff(final FMLClientSetupEvent event) 
    {
        // do something that can only be done on the client
        LOGGER.info("Got game settings {}", event.getMinecraftSupplier().get().gameSettings);
        //==================================================================================
        
        //event.getRegistry().register(new BulletRender(Minecraft.getInstance().getRenderManager()));
        
        RenderingRegistry.registerEntityRenderingHandler(Init.PISTOL_BULLET_ENTITY, BulletRender::new);
        System.out.println("REGISTER_1!");
    }

    

    // You can use SubscribeEvent and let the Event Bus discover methods to call
    @SubscribeEvent
    public void onServerStarting(FMLServerStartingEvent event) {
        // do something when the server starts
        LOGGER.info("====================================");
        LOGGER.info("Loading CustomGunsMod on the server!");
        LOGGER.info("====================================");
        
        
        
    }
}
 

 

 

INITIALIZER CLASS

Quote

@Mod.EventBusSubscriber(modid = CustomGunsMod.MOD_ID, bus = Bus.MOD)
@ObjectHolder(CustomGunsMod.MOD_ID)
public class Init 
{
    
    public static List<Item> ModItems = new ArrayList<Item>();
    public static List<Block> ModBlocks = new ArrayList<Block>();
    public static List<BlockItem> ModBlockItems = new ArrayList<BlockItem>();
    
    
    
    
    
    
    /*=====*/
    /*ITEMS*/
    /*=====*/
    public static final Item PISTOL_COLT_1911 = 
            new Colt1911(new Item.Properties().group(CustomGunsMod.GUNS_TAB)).setRegistryName("pistol_colt_1911");
    
    public static final Item PISTOL_BULLET = 
            new BulletBase(new Item.Properties().group(CustomGunsMod.AMMO_TAB)).setRegistryName("pistol_bullet");
    
    /*===========*/
    /*PROJECTILES*/
    /*===========*/    
    public static final EntityType<PistolBulletEntity> PISTOL_BULLET_ENTITY = 
            EntityType.Builder.<PistolBulletEntity>create(PistolBulletEntity::new, EntityClassification.MISC)
            .setShouldReceiveVelocityUpdates(true)
            .setTrackingRange(64)
            .setUpdateInterval(1)
            .size(1, 1)
            .build(new ResourceLocation(CustomGunsMod.MOD_ID, "pistol_bullet_entity").toString());

    /*=================*/
    /*BLOCKS PROPERTIES*/
    /*=================*/
    static Properties PROPERTIES_ARMORED_GLASS = Block.Properties.create(Material.IRON)
            .sound(SoundType.GLASS)
            .hardnessAndResistance(15.0F, 6000.0F)
            .harvestLevel(3)
            .harvestTool(ToolType.PICKAXE)
            .notSolid();

    /*======*/
    /*BLOCKS*/
    /*======*/
    public static final Block ARMORED_GLASS_BLOCK = 
            new ArmoredGlassBlock(PROPERTIES_ARMORED_GLASS).setRegistryName("armored_glass_block");
    public static final BlockItem ARMORED_GLASS_ITEM_BLOCK = 
            (BlockItem) new BlockItemBase(ARMORED_GLASS_BLOCK, new Item.Properties().group(CustomGunsMod.CUSTOM_BLOCKS_TAB)).setRegistryName(ARMORED_GLASS_BLOCK.getRegistryName());
    
    /*======*/
    /*EVENTS*/
    /*======*/
    
    @SubscribeEvent
    public static void registerItems(final RegistryEvent.Register<Item> event)
    {
        
        for(Item item : ModItems)
        {
            event.getRegistry().register(item);
        }
        for(BlockItem blockitem : ModBlockItems)
        {
            event.getRegistry().register(blockitem);
        }
    }
    
    @SubscribeEvent
    public static void registerBlocks(final RegistryEvent.Register<Block> event)
    {
        for(Block block : ModBlocks)
        {
            event.getRegistry().register(block);
        }
    }

    @SubscribeEvent
    public static void registerProjectiles(RegistryEvent.Register<EntityType<?>> event)
    {
        System.out.println("REGISTER_2");
        event.getRegistry()
        .register(PISTOL_BULLET_ENTITY.setRegistryName("pistol_bullet_entity"));
        
    }
}

 

 

 

BULLET ENTITY CLASS

Quote

public class PistolBulletEntity extends ArrowEntity 
{
    
    //HIT BOOLEANS
    public boolean IRON_HIT=false;
    public boolean GLASS_HIT=false;
    
    //PROJECTILE PROPERTIES
    public float BULLET_DAMAGE=0;
    public double DISTANCE_NO_GRAVITY=10;
    private boolean hasFirstUpdated=false;
    public double initPosX;
    public double initPosY;
    public double initPosZ;
    
    
    
    public PistolBulletEntity(EntityType<? extends ArrowEntity> type, World worldIn) {
        super(type, worldIn);
    }

    public PistolBulletEntity(World worldIn, double x, double y, double z) {
        super(worldIn, x, y, z);
        setNoGravity(true);
    }

    @Override
    public IPacket<?> createSpawnPacket() {
        // TODO Auto-generated method stub
        return super.createSpawnPacket();
    }

 

 

 

 

BULLET RENDER CLASS

Quote

public class BulletRender extends ArrowRenderer<PistolBulletEntity>{
    //new ResourceLocation(CustomGunsMod.MOD_ID+":textures/entity/arrows/pistol_bullet_entity.png");
    
    public final static ResourceLocation BULLET_TEXTURE_PATH = new ResourceLocation(CustomGunsMod.MOD_ID, "textures/entity/arrows/pistol_bullet_entity.png");

    public BulletRender(EntityRendererManager renderManagerIn) 
    {
        super(renderManagerIn);

    }
    
    @Override
    public ResourceLocation getEntityTexture(PistolBulletEntity entity) 
    {
        System.out.println("TEXTURE_PRINT_MESSAGE");
        return BULLET_TEXTURE_PATH;
    }
}
 

 

GUN METHOD WHERE THE BULLET IS FIRED

Quote

//===========================================================================================
//PRIVATE METHOD
//===========================================================================================
    private void shootGun(World worldIn, PlayerEntity playerIn) 
    {
        double posX = playerIn.getPosX();
        double posY = playerIn.getPosY();
        double posZ = playerIn.getPosZ();
        Vec3d look = playerIn.getLookVec();
        World world = playerIn.getEntityWorld();
        
        
        //ArrowEntity bullet = new ArrowEntity(world, 1.0D, 1.0D, 1.0D);
        PistolBulletEntity bullet = new PistolBulletEntity(world, 1.0D, 1.0D, 1.0D);
        
        //=======================================================
        //PROPIEDADES DEL DISPARO
        //=======================================================
        //SPAWNEAR FOGONAZO
        worldIn.addParticle(ParticleTypes.CLOUD, posX+(look.x*1.5D), posY+(look.y*1.5D)+1.5D, posZ+(look.z*1.5D), 0.0D, 0.5D, 0.0D);
        
        //POSICION INICIAL DE LA BALA
        if(playerIn.rotationPitch>60) 
        {
            bullet.setPosition(posX+(look.x*1.3D), posY+(look.y*1.5D)+1.0D, posZ+(look.z*1.3D));    
        }
        else
        {
            bullet.setPosition(posX+(look.x*1.3D), posY+(look.y*1.5D)+1.3D, posZ+(look.z*1.3D));
        }
        
        
        //ESTABLECE EL DAÑO DE LA BALA
        //bullet.setBulletDamage(this.DAMAGE);
        
        //ESTABLECE EL ALCANCE DE LA BALA
        bullet.setVelocity(look.x*this.RANGE, (look.y*this.RANGE), look.z*this.RANGE);
        
        //ESTABLECE LA CADENCIA DEL ARMA
        playerIn.getCooldownTracker().setCooldown(this, this.FIRING_RATE); //TICKS - 30 TICKS = 1 seg
        
        //ESTABLECE EL RETROCESO MAXIMO DEL DISPARO
        float recoil_pitch = (float) -(((RECOIL)*Math.random()));    //ES SIEMPRE NEGATIVO, SIEMPRE TENDRA RETROCESO HACIA ARRIBA
        float recoil_yaw = (float) ((float) RECOIL-((RECOIL*2)*Math.random()));
        Minecraft.getInstance().player.rotationPitch=Minecraft.getInstance().player.rotationPitch+recoil_pitch;
        Minecraft.getInstance().player.rotationYaw=Minecraft.getInstance().player.rotationYaw+recoil_yaw;
        
        

        if(!world.isRemote)
        {
            world.addEntity(bullet);
            this.AMMO--;
            worldIn.playSound(null, playerIn.getPosition(), GunSoundEvents.SOUND_shot_Colt1911, SoundCategory.PLAYERS, 1.0F, 1.0F);
        }
        
        
    }

 

 

 

 

There are some lines of code that I've found in other posts that I dont know if I have the correct parameters, so let me know if I have an incorrect parameter in any of the bullet stuff methods.

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        Minecraft.getInstance().player.rotationPitch=Minecraft.getInstance().player.rotationPitch+recoil_pitch;
        Minecraft.getInstance().player.rotationYaw=Minecraft.getInstance().player.rotationYaw+recoil_yaw;
        
        

        if(!world.isRemote)
        {
            world.addEntity(bullet);
            this.AMMO--;
            worldIn.playSound(null, playerIn.getPosition(), GunSoundEvents.SOUND_shot_Colt1911, SoundCategory.PLAYERS, 1.0F, 1.0F);
        }

these won't work

Minecraft does not exist on servers

and I assume these code are inside your item class, this.AMMO--; won't work either because there is only one item, and multiple itemstacks

 

also

Quote

    public PistolBulletEntity(World worldIn, double x, double y, double z) {
        super(worldIn, x, y, z);
        setNoGravity(true);
    }

if you look into arrow entity

Quote

public ArrowEntity(World worldIn, double x, double y, double z) { super(EntityType.ARROW, x, y, z, worldIn); }

 

Edited by poopoodice
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2 hours ago, poopoodice said:

Minecraft.getInstance().player.rotationPitch=Minecraft.getInstance().player.rotationPitch+recoil_pitch; Minecraft.getInstance().player.rotationYaw=Minecraft.getInstance().player.rotationYaw+recoil_yaw; if(!world.isRemote) { world.addEntity(bullet); this.AMMO--; worldIn.playSound(null, playerIn.getPosition(), GunSoundEvents.SOUND_shot_Colt1911, SoundCategory.PLAYERS, 1.0F, 1.0F); }

this is something I'll fix later, I did notice a while ago when I was modding in back 1.12.

 


But still, I dont know why the BulletEntityArrow is spawning a normal ArrowEntity model/texture.

 

BTW, I just realized the entity is spawning as an invisible arrow using the command /summon. So it appears to be registering now the entity, but why does the entity render a Vanilla arrow when I use the gun and when I use the command it spawns an invisible arrow?
 

2020-06-28_15.26.28.png

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like what I've said

Quote

also

  Quote

    public PistolBulletEntity(World worldIn, double x, double y, double z) {
        super(worldIn, x, y, z);
        setNoGravity(true);
    }

if you look into arrow entity

  Quote

public ArrowEntity(World worldIn, double x, double y, double z) { super(EntityType.ARROW, x, y, z, worldIn); }

 

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5 hours ago, Curle said:

Why in the name of sanity are you statically creating your objects?

That's terrible. It's not compatible with most of the Forge systems.

Use @ObjectHolder annotations. It'll make your life so much easier.

I just started modding last month, I'm doing stuff how I learned on youtube, no need to be like that :c

Edited by xanderindalzone
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IT'S FINALLY RENDERING!! :V
 

 

For the people that have the same issue.... I extended PistolBulletEntity from AbstractArrowEntity instead of ArrowEntity... also....
I changed this method in the PistolBulletEntity Class(to fix the invisible spawning):

Quote

    @Override
    public IPacket<?> createSpawnPacket() {
        // TODO Auto-generated method stub
        return super.createSpawnPacket();
    }

to....

Quote

    @Override
    public IPacket<?> createSpawnPacket() {
        // TODO Auto-generated method stub
        return NetworkHooks.getEntitySpawningPacket(this);
    }

 

 

 

 

And to fix the constantly Arrow spawn instead of my custom entity, I changed this constructor parameter when I was creating the entity in the Gun Class:

Quote

PistolBulletEntity bullet = new PistolBulletEntity(EntityType.ARROW, 1.0D, 1.0D, 1.0D, world);

to...

Quote

PistolBulletEntity bullet = new PistolBulletEntity(Init.PISTOL_BULLET_ENTITY, 1.0D, 1.0D, 1.0D, world);

 

 

The Init.PISTOL_BULLET_ENTITY is the EntityType<PistolBulletEntity> variable I created in the Init class.

Quote

/*===========*/
    /*PROJECTILES*/
    /*===========*/    
    public static final EntityType<PistolBulletEntity> PISTOL_BULLET_ENTITY = 
            EntityType.Builder.<PistolBulletEntity>create(PistolBulletEntity::new, EntityClassification.MISC)
            .setShouldReceiveVelocityUpdates(true)
            .setTrackingRange(64)
            .setUpdateInterval(1)
            .size(1, 1)
            .build(new ResourceLocation(CustomGunsMod.MOD_ID, "pistol_bullet_entity").toString());



FOOTAGE
PD: now I have to fix the issue that make some bullets bounce back or bug in midair.... is there a way to kill the entity when it hits the ground or another entity?

 

Edited by xanderindalzone
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