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Posted

Hey guys,

 

 

I'm adding my blocks to the game as TileEntities. However, when I look around, the blocks randomly disappear if I look in certain directions...

When they disappear, the bounding box vanishes too, so I can walk through it (if I stand on the block and look around, I'll just fall down when it vanishes)

 

Screenshots:

There's three blocks you can see here:

51bf111234252.jpg

 

Then I look slightly to the left, and the right one vanishes!

51bf11027d175.jpg

 

 

 

Code:

Block:

 

package co.uk.silvania.roads.tileentities;

import co.uk.silvania.roads.Roads;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.EntityLiving;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class TileEntityBarrierBlock extends BlockContainer {

public TileEntityBarrierBlock(int id) {
	super(id, Material.iron);
	this.setCreativeTab(Roads.tabRoads);
}

@Override
public TileEntity createNewTileEntity(World world) {
	return new TileEntityBarrierEntity();
}

@Override
public int getRenderType() {
	return -1;
}

@Override
public boolean isOpaqueCube() {
	return false;
}

public boolean renderAsNormalBlock() {
	return false;
}

public void registerIcons(IconRegister icon) {
	this.blockIcon = icon.registerIcon("Roads:CementBlock");
}

@Override
public void onBlockPlacedBy(World par1World, int par2, int par3, int par4,
		EntityLiving par5EntityLiving, ItemStack par6ItemStack) {
	int var6 = MathHelper
			.floor_double(par5EntityLiving.rotationYaw * 4.0F / 360.0F + 0.5D) & 3;

	if (var6 == 0) {
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 2, 0);
	}

	if (var6 == 1) {
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 5, 0);
	}

	if (var6 == 2) {
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 3, 0);
	}

	if (var6 == 3) {
		par1World.setBlockMetadataWithNotify(par2, par3, par4, 4, 0);
	}
}

    public void setBlockBoundsBasedOnState(IBlockAccess world, int x, int y, int z) {
    	int meta = world.getBlockMetadata(x, y, z);
    	if ((meta) == 3)
    		setBlockBounds(0.0F, 0.25F, 0.875F, 1.0F, 0.75F, 1.0F);
    	else if ((meta) == 5)
            setBlockBounds(0.875F, 0.25F, 0.0F, 1.0F, 0.75F, 1.0F);
    	else if ((meta) == 2)
    		setBlockBounds(0.0F, 0.25F, 0.0F, 1.0F, 0.75F, 0.125F);
    	else
    		setBlockBounds(0.0F, 0.25F, 0.0F, 0.125F, 0.75F, 1.0F);
    }

}

 

 

 

Renderer:

 

package co.uk.silvania.roads.tileentities;

import org.lwjgl.opengl.GL11;


import co.uk.silvania.roads.Roads;
import co.uk.silvania.roads.client.BarrierModel;
import co.uk.silvania.roads.client.LightBollardModel;
import co.uk.silvania.roads.client.TrafficLightModel;

import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import net.minecraft.block.Block;
import net.minecraft.client.renderer.OpenGlHelper;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;


public class TileEntityBarrierRenderer extends TileEntitySpecialRenderer {

private final BarrierModel model;

public TileEntityBarrierRenderer() {
	this.model = new BarrierModel();
}


@Override
public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) {
	int i = te.getBlockMetadata();
	int j = 180;

	if (i == 3) {
		j = 0;
	}

	if (i == 5) {
		j = 90;
	}

	if (i == 2) {
		j = 180;
	}

	if (i == 4) {
		j = 270;
	}

	bindTextureByName("/mods/roads/textures/blocks/Barrier.png");
	GL11.glPushMatrix();
	GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
	GL11.glRotatef(j, 0.0F, 1.0F, 0.0F);
	GL11.glScalef(1.0F, -1F, -1F);
	this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
	GL11.glPopMatrix();
}

private void adjustRotatePivotViaMeta(World world, int x, int y, int z) {
	int meta = world.getBlockMetadata(x, y, z);
	GL11.glPushMatrix();
	GL11.glRotatef(meta, 0.0F, 0.0F, 1.0F);
	GL11.glPopMatrix();
}

private void adjustLightFixture(World world, int i, int j, int k, Block block) {
	Tessellator tess = Tessellator.instance;
	float brightness = block.getBlockBrightness(world, i, j, k);
	int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
	int modulousModifier = skyLight % 65536;
	int divModifier = skyLight / 65536;
	tess.setColorOpaque_F(brightness, brightness, brightness);
	OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit,  (float) modulousModifier,  divModifier);
}
}

 

 

The TileEntity is empty at the moment.

 

Any ideas?

 

 

Someone also told me to try using "GL11.glRotatef(((TileEntityBarrierEntity)tile).getRotationPivot()), 0.0F, 1.0F, 0.0F);" instead of the if statements I have for rotation, but they didn't go as far as to telling me how to use getRotationPivot so right now, that's useless for me. At any rate, removing the rotation code altogether doesn't fix the issue.

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

It's disappearing because your bounding box is outside the field of vision. Expand it to take up the whole entity (here is a helpful post.)

 

It's not at all O.o I spent a bit of time lining up the bounding boxes perfectly with the models; It's the exact right size, so that can't be the issue or I'd never notice it...

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

It's disappearing because your bounding box is outside the field of vision. Expand it to take up the whole entity (here is a helpful post.)

 

It's not at all O.o I spent a bit of time lining up the bounding boxes perfectly with the models; It's the exact right size, so that can't be the issue or I'd never notice it...

Oh. Okay then. I have no idea.

 

Unless perhaps the bounding box is in the wrong place? But if you can bump into it, then I'm out of ideas.

BEWARE OF GOD

---

Co-author of Pentachoron Labs' SBFP Tech.

Posted

It may well be something in the bounding box actually.

 

I'd only tested it with the eclipse testing environment. I just compiled it all and put it in a real forge environment, and the vanishing bug stopped.

BUT, the bounding boxes are bugging out at the same time. When I look at them the black lines are in the right place, but if I move into the full block area, my character glitches out. Did you play minecraft in alpha/early beta? Remember when you jumped on a fence and it bugged? Same kind of thing.

 

 

Any ideas?

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Posted

I believe, dont quote me on this, but it to do with the origin block placement of the tile entity, Thaumcraft has the issue with its scribing tools and i dont think it can be helped. The issue is when minecraft looks dfor blocks in view to render the origin block of the tile entity is not on the screen hence it srops rendering.

 

(this could be a load of rubbish but after looking through that is what i've found.)

Posted

I think a way to solve that is to modify the collision boxes, just like you did with the bounding boxes. There's a method in the block class that you can put in your block class,  but it's very messy.

Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support.

 

1.12 -> 1.13 primer by williewillus.

 

1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support.

 

http://www.howoldisminecraft1710.today/

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