Jump to content

Recommended Posts

Posted

I set blockbouds to this.setBlockBounds(0.0F, 0.0F, -1.0F, 1.0F, 1.0F, 1.0F);

 

But one problem is more my model is 2 blocks but one block is air.

 

The bounding box is only the hitbox. Your actual block still only uses one block in the world.

If you want it to do more (like a bed) there's a tutorial on the wiki, but it doesn't work 100% so you'll need to search around to get it working. I don't know how to do it sorry

width=463 height=200

http://s13.postimg.org/z9mlly2av/siglogo.png[/img]

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

I set blockbouds to this.setBlockBounds(0.0F, 0.0F, -1.0F, 1.0F, 1.0F, 1.0F);

 

But one problem is more my model is 2 blocks but one block is air.

 

The bounding box is only the hitbox. Your actual block still only uses one block in the world.

If you want it to do more (like a bed) there's a tutorial on the wiki, but it doesn't work 100% so you'll need to search around to get it working. I don't know how to do it sorry

A bed uses two blocks. Look at EntityCactus; there's several functions you'll need to override including getCollisionBoundingBoxFromPool, getSelectedBoundingBoxFromPool, isOpaqueCube, getRenderType &c.

 

If that doesn't work, use a TileEntity instead.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

Here's code that I used for rotation. It's from 1.4.6, but it should still work.

 

package horticulture.mill;

import net.minecraft.src.Entity;
import net.minecraft.src.ModelBase;
import net.minecraft.src.ModelRenderer;

public class ModelMillstones extends ModelBase{

        protected final ModelRenderer[] mr;
        
        protected float tickNumber = 0;
        
        public ModelMillstones(){
                this.textureHeight = 32;
                this.textureWidth = 64;
                mr = new ModelRenderer[8];
                for(int i=0;i<8;++i){
                        mr[i] = new ModelRenderer(this,0,0);
                        mr[i].setRotationPoint(0, 16, 0);
                        mr[i].setTextureSize(this.textureWidth, this.textureHeight);
                        mr[i].mirror = true;
                }
                mr[0].addBox(-8, -8, 3, 16, 8, 5);
                mr[1].addBox(-8, -8, -8, 16, 8, 5);
                mr[2].addBox(-8, -8, -3, 5, 8, 6);
                mr[3].addBox(3, -8, -3, 5, 8, 6);
                mr[4].addBox(-8, 0, 3, 16, 8, 5);
                mr[5].addBox(-8, 0, -8, 16, 8, 5);
                mr[6].addBox(-8, 0, -3, 5, 8, 6);
                mr[7].addBox(3, 0, -3, 5, 8, 6);
        }
        
        @Override
        public void render(Entity e, float u, float v, float w, float x, float y, float z){
                super.render(e, u, v, w, x, y, z);
                for(int i=0;i<8;i++){
                        mr[i].render(.0625f);
                        if(i > 3){
                                mr[i].rotateAngleY = tickNumber;
                        }
                }
                tickNumber += 0.02f;
        }
}

 

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • You would have better results asking a more specific question. What have you done? What exactly do you need help with? Please also read the FAQ regarding posting logs.
    • Hi, this is my second post with the same content as no one answered this and it's been a long time since I made the last post, I want to make a client-only mod, everything is ok, but when I use shaders, none of the textures rendered in RenderLevelStageEvent nor the crow entity model are rendered, I want them to be visible, because it's a horror themed mod I've already tried it with different shaders, but it didn't work with any of them and I really want to add support for shaders Here is how i render the crow model in the CrowEntityRenderer<CrowEntity>, by the time i use this method, i know is not the right method but i don't think this is the cause of the problem, the renderType i'm using is entityCutout @Override public void render(CrowEntity p_entity, float entityYaw, float partialTick, PoseStack poseStack, MultiBufferSource bufferSource, int packedLight) { super.render(p_entity, entityYaw, partialTick, poseStack, bufferSource, packedLight); ClientEventHandler.getClient().crow.renderToBuffer(poseStack, bufferSource.getBuffer(ClientEventHandler.getClient().crow .renderType(TEXTURE)), packedLight, OverlayTexture.NO_OVERLAY, Utils.rgb(255, 255, 255)); } Here renderLevelStage @Override public void renderWorld(RenderLevelStageEvent e) { horrorEvents.draw(e); } Here is how i render every event public void draw(RenderLevelStageEvent e) { for (HorrorEvent event : currentHorrorEvents) { event.tick(e.getPartialTick()); event.draw(e); } } Here is how i render the crow model on the event @Override public void draw(RenderLevelStageEvent e) { if(e.getStage() == RenderLevelStageEvent.Stage.AFTER_ENTITIES) { float arcProgress = getArcProgress(0.25f); int alpha = (int) Mth.lerp(arcProgress, 0, 255); int packedLight = LevelRenderer.getLightColor(Minecraft.getInstance().level, blockPos); VertexConsumer builder = ClientEventHandler.bufferSource.getBuffer(crow); Crow<CreepyBirdHorrorEvent> model = ClientEventHandler .getClient().crow; model.setupAnim(this); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, packedLight, OverlayTexture.NO_OVERLAY, alpha); builder = ClientEventHandler.bufferSource.getBuffer(eyes); RenderHelper.renderModelInWorld(model, position, offset, e.getCamera(), e.getPoseStack(), builder, 15728880, OverlayTexture.NO_OVERLAY, alpha); } } How i render the model public static void renderModelInWorld(Model model, Vector3f pos, Vector3f offset, Camera camera, PoseStack matrix, VertexConsumer builder, int light, int overlay, int alpha) { matrix.pushPose(); Vec3 cameraPos = camera.getPosition(); double finalX = pos.x - cameraPos.x + offset.x; double finalY = pos.y - cameraPos.y + offset.y; double finalZ = pos.z - cameraPos.z + offset.z; matrix.pushPose(); matrix.translate(finalX, finalY, finalZ); matrix.mulPose(Axis.XP.rotationDegrees(180f)); model.renderToBuffer(matrix, builder, light, overlay, Utils .rgba(255, 255, 255, alpha)); matrix.popPose(); matrix.popPose(); } Thanks in advance
    • Same issue - I have no idea
    • I am trying to develop a modpack for me and my friends to use on our server. Does anyone know how to develop a modpack for a server or could they help take a look at my modpack to potentially help at all?
    • un server de armas realista.  
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.