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Creating my own RenderType


Flenix

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Hey guys.

 

As some of you might know, back in 1.5.2 I did some hacky things with the Piston's getRenderType function, in order to make my top-facing texture rotate based on meta without having to have 4 textures for every block (around 45 blocks total).

 

In 1.6, my functions broke and it stopped working. I figured I could probably fix it, but I decided I'd try another approach first; creating my own render type which does the same thing, but in a better way, using meta in the order I want it to.

 

Now, I found where the getRenderType refers to, copied it, and trimmed it all down so I've got my own class, which, if I'm right, is just be the Piston's render code. I'll trim it and modify it further to be what I need once I can get my block to use it and I can visually see what happens when I change bits.

 

I've done pretty much all of it, and I'm so close I can almost taste it. But, it's not working - I can disable the vanilla Renderer but I can't get the block to use my own one.

 

Can anyone tell me what I'm doing wrong?

 

 

UPDATE:

I got it working how it used to work, with the piston's renderer. However, I still want to use my own one if I can. Here's the updated code.

 

 

[spoiler=Renderer]

package co.uk.silvania.roads.block;

import co.uk.silvania.roads.CommonProxy;
import co.uk.silvania.roads.Roads;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.EntityRenderer;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.EntityLiving;
import net.minecraft.item.ItemStack;
import net.minecraft.src.FMLRenderAccessLibrary;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class RoadBlockRenderer {

    public int uvRotateEast;
    public int uvRotateWest;
    public int uvRotateSouth;
    public int uvRotateNorth;
    public int uvRotateTop;
    public int uvRotateBottom;
    
    public IBlockAccess blockAccess;
    
    public boolean lockBlockBounds;
    public boolean partialRenderBounds;
    
    public double renderMinX;
    public double renderMaxX;
    public double renderMinY;
    public double renderMaxY;
    public double renderMinZ;
    public double renderMaxZ;
    
    public boolean renderStandardBlock(Block par1Block, int par2, int par3, int par4)
    {
        int l = par1Block.colorMultiplier(this.blockAccess, par2, par3, par4);
        float f = (float)(l >> 16 & 255) / 255.0F;
        float f1 = (float)(l >> 8 & 255) / 255.0F;
        float f2 = (float)(l & 255) / 255.0F;

        if (EntityRenderer.anaglyphEnable)
        {
            float f3 = (f * 30.0F + f1 * 59.0F + f2 * 11.0F) / 100.0F;
            float f4 = (f * 30.0F + f1 * 70.0F) / 100.0F;
            float f5 = (f * 30.0F + f2 * 70.0F) / 100.0F;
            f = f3;
            f1 = f4;
            f2 = f5;
        }
	return lockBlockBounds;

        //return Minecraft.isAmbientOcclusionEnabled() && Block.lightValue[par1Block.blockID] == 0 ? (this.partialRenderBounds ? RenderBlocks.func_102027_b(par1Block, par2, par3, par4, f, f1, f2) : this.renderStandardBlockWithAmbientOcclusion(par1Block, par2, par3, par4, f, f1, f2)) : this.renderStandardBlockWithColorMultiplier(par1Block, par2, par3, par4, f, f1, f2);
    }
    
    public void setRenderBoundsFromBlock(Block par1Block)
    {
        if (!this.lockBlockBounds)
        {
            this.renderMinX = par1Block.getBlockBoundsMinX();
            this.renderMaxX = par1Block.getBlockBoundsMaxX();
            this.renderMinY = par1Block.getBlockBoundsMinY();
            this.renderMaxY = par1Block.getBlockBoundsMaxY();
            this.renderMinZ = par1Block.getBlockBoundsMinZ();
            this.renderMaxZ = par1Block.getBlockBoundsMaxZ();
            this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D);
        }
    }
    
    
    public boolean renderBlockByRenderType(RoadBlock par1Block, int par2, int par3, int par4)
    {
        int l = par1Block.getRoadsRenderer();

        if (l == -1)
        {
            return false;
        }
        else
        {
            par1Block.setBlockBoundsBasedOnState(this.blockAccess, par2, par3, par4);
            this.setRenderBoundsFromBlock(par1Block);

            switch (l)
            {
                case 0: return this.renderRoadBlock(par1Block, par2, par3, par4, false);
                default: return this.renderRoadBlock(par1Block, par2, par3, par4, false);
            }
        }
    }
    
    
    
    public void setRenderBounds(double par1, double par3, double par5, double par7, double par9, double par11)
    {
        if (!this.lockBlockBounds)
        {
            this.renderMinX = par1;
            this.renderMaxX = par7;
            this.renderMinY = par3;
            this.renderMaxY = par9;
            this.renderMinZ = par5;
            this.renderMaxZ = par11;
            this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D);
        }
    }
    
    
    public boolean renderRoadBlock(Block par1Block, int par2, int par3, int par4, boolean par5)
    {
        int l = this.blockAccess.getBlockMetadata(par2, par3, par4);
        boolean flag1 = par5 || (l &  != 0;
        int i1 = RoadBlock.getOrientation(l);
        float f = 0.25F;

        if (flag1)
        {
            switch (i1)
            {
                case 0:
                    this.uvRotateEast = 3;
                    this.uvRotateWest = 3;
                    this.uvRotateSouth = 3;
                    this.uvRotateNorth = 3;
                    this.setRenderBounds(0.0D, 0.25D, 0.0D, 1.0D, 1.0D, 1.0D);
                    break;
                case 1:
                    this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D);
                    break;
                case 2:
                    this.uvRotateSouth = 1;
                    this.uvRotateNorth = 2;
                    this.setRenderBounds(0.0D, 0.0D, 0.25D, 1.0D, 1.0D, 1.0D);
                    break;
                case 3:
                    this.uvRotateSouth = 2;
                    this.uvRotateNorth = 1;
                    this.uvRotateTop = 3;
                    this.uvRotateBottom = 3;
                    this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 0.75D);
                    break;
                case 4:
                    this.uvRotateEast = 1;
                    this.uvRotateWest = 2;
                    this.uvRotateTop = 2;
                    this.uvRotateBottom = 1;
                    this.setRenderBounds(0.25D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
                    break;
                case 5:
                    this.uvRotateEast = 2;
                    this.uvRotateWest = 1;
                    this.uvRotateTop = 1;
                    this.uvRotateBottom = 2;
                    this.setRenderBounds(0.0D, 0.0D, 0.0D, 0.75D, 1.0D, 1.0D);
            }

            ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F);
            this.renderStandardBlock(par1Block, par2, par3, par4);
            this.uvRotateEast = 0;
            this.uvRotateWest = 0;
            this.uvRotateSouth = 0;
            this.uvRotateNorth = 0;
            this.uvRotateTop = 0;
            this.uvRotateBottom = 0;
            this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
            ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F);
        }
        else
        {
            switch (i1)
            {
                case 0:
                    this.uvRotateEast = 3;
                    this.uvRotateWest = 3;
                    this.uvRotateSouth = 3;
                    this.uvRotateNorth = 3;
                case 1:
                default:
                    break;
                case 2:
                    this.uvRotateSouth = 1;
                    this.uvRotateNorth = 2;
                    break;
                case 3:
                    this.uvRotateSouth = 2;
                    this.uvRotateNorth = 1;
                    this.uvRotateTop = 3;
                    this.uvRotateBottom = 3;
                    break;
                case 4:
                    this.uvRotateEast = 1;
                    this.uvRotateWest = 2;
                    this.uvRotateTop = 2;
                    this.uvRotateBottom = 1;
                    break;
                case 5:
                    this.uvRotateEast = 2;
                    this.uvRotateWest = 1;
                    this.uvRotateTop = 1;
                    this.uvRotateBottom = 2;
            }

            this.renderStandardBlock(par1Block, par2, par3, par4);
            this.uvRotateEast = 0;
            this.uvRotateWest = 0;
            this.uvRotateSouth = 0;
            this.uvRotateNorth = 0;
            this.uvRotateTop = 0;
            this.uvRotateBottom = 0;
        }

        return true;
    }
   
}
/**/

 

 

 

[spoiler=Example Block]

package co.uk.silvania.roads.block;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import java.util.List;

import co.uk.silvania.roads.Roads;

import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.entity.Entity;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.tileentity.TileEntityPiston;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.Facing;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class RoadBlock extends Block
{

    @SideOnly(Side.CLIENT)
    private Icon sides;
    
    @SideOnly(Side.CLIENT)
    private Icon top;

    public RoadBlock(int par1) {
        super(par1, Material.rock);
        this.setStepSound(soundStoneFootstep);
        this.setHardness(1.5F);
        this.setCreativeTab(CreativeTabs.tabRedstone);
        this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F);
    }
    
    public void roadBlockBounds(float par1, float par2, float par3, float par4, float par5, float par6)
    {
        this.setBlockBounds(par1, par2, par3, par4, par5, par6);
    }


    @SideOnly(Side.CLIENT)
    public Icon getIcon(int side, int meta) {
        int k = meta;
        if (k == 0 && (side == 1)) {
         	return top;
     	} else if (k == 1 && (side == 1)) {
           	return top;
       	} else if (k == 2 && (side == 1)) {
           	return top;
        } else if (k == 3 && (side == 1)) {
          	return top;
        } else if (k == 4 && (side == 1)) {
           	return top;
        } else if (k == 5 && (side == 1)) {
           	return top;
        }
   		return sides;
    }

    @SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister par1IconRegister)
    {
        this.top = par1IconRegister.registerIcon("Roads:TarmacSideDoubleYellowStripe");
        this.sides = par1IconRegister.registerIcon("Roads:TarmacPlain");
    }

    //When this is uncommented and the method below is removed, I just get an empty frame, nothing renders.
    //I think this is because the getRenderType is disabled, but the getRoadsRenderer isn't working for some reason.
    //Therefore, I need to find that reason!
    
    /*public int getRoadsRenderer() {
        return 0;
    }
    
    public int getRenderType() {
    	return -1;
    }*/
    
    //When it's set like this, it works, but this is the Piston one so I can't modify it to suit my needs. It works like this, but it's not ideal.
    public int getRenderType()
    {
    	return 16;
    }

    public boolean isOpaqueCube()
    {
        return false;
    }


    public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLivingBase par5EntityLivingBase, ItemStack par6ItemStack)
    {
        int l = determineOrientation(par1World, par2, par3, par4, par5EntityLivingBase);
        par1World.setBlockMetadataWithNotify(par2, par3, par4, l, 2);
    }

    public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity)
    {
        this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F);
        super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity);
    }

    public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4)
    {
        this.setBlockBoundsBasedOnState(par1World, par2, par3, par4);
        return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4);
    }

    public boolean renderAsNormalBlock()
    {
        return false;
    }

    public static int getOrientation(int par0)
    {
        return par0 & 7;
    }


    public static int determineOrientation(World par0World, int par1, int par2, int par3, EntityLivingBase par4EntityLivingBase)
    {
        int l = MathHelper.floor_double((double)(par4EntityLivingBase.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
        return l == 0 ? 2 : (l == 1 ? 5 : (l == 2 ? 3 : (l == 3 ? 4 : 0)));
    }

}

 

 

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

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After toying around, I think the issue is really simple, I just can't resolve it.

 

I think what's happening, is because my block is extending Block, it's automatically using the default getRenderType before it can use my getRoadsRenderer, so it's using render type 0 (the default).

 

So, "simple" question; how would I stop it from doing that?

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

Link to comment
Share on other sites

Alright, here's my updated code. I'm still getting an invisi-block though =/

 

package co.uk.silvania.roads.block;

import co.uk.silvania.roads.CommonProxy;
import co.uk.silvania.roads.Roads;
import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler;
import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.EntityRenderer;
import net.minecraft.client.renderer.RenderBlocks;
import net.minecraft.client.renderer.texture.IconRegister;
import net.minecraft.entity.EntityLiving;
import net.minecraft.item.ItemStack;
import net.minecraft.src.FMLRenderAccessLibrary;
import net.minecraft.util.Icon;
import net.minecraft.util.MathHelper;
import net.minecraft.world.IBlockAccess;
import net.minecraft.world.World;

public class RoadBlockRenderer implements ISimpleBlockRenderingHandler {

    public int uvRotateEast;
    public int uvRotateWest;
    public int uvRotateSouth;
    public int uvRotateNorth;
    public int uvRotateTop;
    public int uvRotateBottom;
    
    public IBlockAccess blockAccess;
    
    public boolean lockBlockBounds;
    public boolean partialRenderBounds;
    
    public double renderMinX;
    public double renderMaxX;
    public double renderMinY;
    public double renderMaxY;
    public double renderMinZ;
    public double renderMaxZ;
    
    public boolean renderStandardBlock(Block par1Block, int par2, int par3, int par4)
    {
        int l = par1Block.colorMultiplier(this.blockAccess, par2, par3, par4);
        float f = (float)(l >> 16 & 255) / 255.0F;
        float f1 = (float)(l >> 8 & 255) / 255.0F;
        float f2 = (float)(l & 255) / 255.0F;

        if (EntityRenderer.anaglyphEnable)
        {
            float f3 = (f * 30.0F + f1 * 59.0F + f2 * 11.0F) / 100.0F;
            float f4 = (f * 30.0F + f1 * 70.0F) / 100.0F;
            float f5 = (f * 30.0F + f2 * 70.0F) / 100.0F;
            f = f3;
            f1 = f4;
            f2 = f5;
        }
	return lockBlockBounds;

        //return Minecraft.isAmbientOcclusionEnabled() && Block.lightValue[par1Block.blockID] == 0 ? (this.partialRenderBounds ? RenderBlocks.func_102027_b(par1Block, par2, par3, par4, f, f1, f2) : this.renderStandardBlockWithAmbientOcclusion(par1Block, par2, par3, par4, f, f1, f2)) : this.renderStandardBlockWithColorMultiplier(par1Block, par2, par3, par4, f, f1, f2);
    }
    
    public void setRenderBoundsFromBlock(Block par1Block)
    {
        if (!this.lockBlockBounds)
        {
            this.renderMinX = par1Block.getBlockBoundsMinX();
            this.renderMaxX = par1Block.getBlockBoundsMaxX();
            this.renderMinY = par1Block.getBlockBoundsMinY();
            this.renderMaxY = par1Block.getBlockBoundsMaxY();
            this.renderMinZ = par1Block.getBlockBoundsMinZ();
            this.renderMaxZ = par1Block.getBlockBoundsMaxZ();
            this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D);
        }
    }
    
    
    public boolean renderBlockByRenderType(RoadBlock par1Block, int par2, int par3, int par4)
    {
        int l = par1Block.getRoadsRenderer();

        if (l == -1)
        {
            return false;
        }
        else
        {
            par1Block.setBlockBoundsBasedOnState(this.blockAccess, par2, par3, par4);
            this.setRenderBoundsFromBlock(par1Block);

            switch (l)
            {
                case 0: return this.renderRoadBlock(par1Block, par2, par3, par4, false);
                default: return this.renderRoadBlock(par1Block, par2, par3, par4, false);
            }
        }
    }
    
    
    
    public void setRenderBounds(double par1, double par3, double par5, double par7, double par9, double par11)
    {
        if (!this.lockBlockBounds)
        {
            this.renderMinX = par1;
            this.renderMaxX = par7;
            this.renderMinY = par3;
            this.renderMaxY = par9;
            this.renderMinZ = par5;
            this.renderMaxZ = par11;
            this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D);
        }
    }
    
    
    public boolean renderRoadBlock(Block par1Block, int par2, int par3, int par4, boolean par5)
    {
        int l = this.blockAccess.getBlockMetadata(par2, par3, par4);
        boolean flag1 = par5 || (l &  != 0;
        int i1 = RoadBlock.getOrientation(l);
        float f = 0.25F;

        if (flag1)
        {
            switch (i1)
            {
                case 0:
                    this.uvRotateEast = 3;
                    this.uvRotateWest = 3;
                    this.uvRotateSouth = 3;
                    this.uvRotateNorth = 3;
                    this.setRenderBounds(0.0D, 0.25D, 0.0D, 1.0D, 1.0D, 1.0D);
                    break;
                case 1:
                    this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D);
                    break;
                case 2:
                    this.uvRotateSouth = 1;
                    this.uvRotateNorth = 2;
                    this.setRenderBounds(0.0D, 0.0D, 0.25D, 1.0D, 1.0D, 1.0D);
                    break;
                case 3:
                    this.uvRotateSouth = 2;
                    this.uvRotateNorth = 1;
                    this.uvRotateTop = 3;
                    this.uvRotateBottom = 3;
                    this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 0.75D);
                    break;
                case 4:
                    this.uvRotateEast = 1;
                    this.uvRotateWest = 2;
                    this.uvRotateTop = 2;
                    this.uvRotateBottom = 1;
                    this.setRenderBounds(0.25D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
                    break;
                case 5:
                    this.uvRotateEast = 2;
                    this.uvRotateWest = 1;
                    this.uvRotateTop = 1;
                    this.uvRotateBottom = 2;
                    this.setRenderBounds(0.0D, 0.0D, 0.0D, 0.75D, 1.0D, 1.0D);
            }

            ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F);
            this.renderStandardBlock(par1Block, par2, par3, par4);
            this.uvRotateEast = 0;
            this.uvRotateWest = 0;
            this.uvRotateSouth = 0;
            this.uvRotateNorth = 0;
            this.uvRotateTop = 0;
            this.uvRotateBottom = 0;
            this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D);
            ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F);
        }
        else
        {
            switch (i1)
            {
                case 0:
                    this.uvRotateEast = 3;
                    this.uvRotateWest = 3;
                    this.uvRotateSouth = 3;
                    this.uvRotateNorth = 3;
                case 1:
                default:
                    break;
                case 2:
                    this.uvRotateSouth = 1;
                    this.uvRotateNorth = 2;
                    break;
                case 3:
                    this.uvRotateSouth = 2;
                    this.uvRotateNorth = 1;
                    this.uvRotateTop = 3;
                    this.uvRotateBottom = 3;
                    break;
                case 4:
                    this.uvRotateEast = 1;
                    this.uvRotateWest = 2;
                    this.uvRotateTop = 2;
                    this.uvRotateBottom = 1;
                    break;
                case 5:
                    this.uvRotateEast = 2;
                    this.uvRotateWest = 1;
                    this.uvRotateTop = 1;
                    this.uvRotateBottom = 2;
            }

            this.renderStandardBlock(par1Block, par2, par3, par4);
            this.uvRotateEast = 0;
            this.uvRotateWest = 0;
            this.uvRotateSouth = 0;
            this.uvRotateNorth = 0;
            this.uvRotateTop = 0;
            this.uvRotateBottom = 0;
        }

        return true;
    }

@Override
public void renderInventoryBlock(Block block, int metadata, int modelID,
		RenderBlocks renderer) {
	// TODO Auto-generated method stub

}

@Override
public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z,
		Block block, int modelId, RenderBlocks renderer) {
	return false; //I also tried true, didn't make a difference
}

@Override
public boolean shouldRender3DInInventory() {
	return false; //Tried it here too, also no difference.
}

@Override
public int getRenderId() {
	// TODO Auto-generated method stub
	return 0; //I tried using RenderingRegistry.getNextAvailableRenderId(); here instead of ClientProxy - Nothing.
}
   
}
/**/

 

And in my ClientProxy, I've added them like this (Is this correct?)

 

        	RenderingRegistry.getNextAvailableRenderId();
        	RenderingRegistry.registerBlockHandler(new RoadBlockRenderer());

 

To me it still seems like the renderer just isn't being used. Any changes I make to it have no effect so I'm just missing something really simple I'm sure...

 

Here's how it is when using my renderer:

51d946dc98a0a.jpg

 

 

And here's how it renders when using the piston renderer (How it should look.. but it also rotates :P):

51d94709b69d2.jpg

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

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Not quite sure I understand... how do I get the int from it?

 

You said it you're self earlier:

 

And in my ClientProxy, I've added them like this (Is this correct?)

 

Code: [select]

        RenderingRegistry.getNextAvailableRenderId();

If you guys dont get it.. then well ya.. try harder...

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Not quite sure I understand... how do I get the int from it?

 

You said it you're self earlier:

 

And in my ClientProxy, I've added them like this (Is this correct?)

 

Code: [select]

        RenderingRegistry.getNextAvailableRenderId();

 

Oh, the way he said it I was expecting to have to put a physical number somewhere.

 

It's still not working though =/

 

In my block I have:

    public int getRenderType() {
    	return RenderingRegistry.getNextAvailableRenderId();
    }

 

In my rendering handler I have:

@Override
public int getRenderId() {
	return RenderingRegistry.getNextAvailableRenderId();
}

 

And same as before, in my client proxy I have:

        @Override
        public void registerRenderThings() {
        	RenderingRegistry.getNextAvailableRenderId();
        	RenderingRegistry.registerBlockHandler(new RoadBlockRenderer());
        }

 

Is there something else I need to do to register it maybe?

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

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Seriously, do you know how to write java?

example:

public int someRandomMethod() {
    return 5;
}

 

then somewhere else:

int someVar = someRandomMethod();

What are the contents of someVar?

 

I know most of the basics, from a few books I was given. I'm writing mods in order to help me learn better, because it's more fun than the boring things in the books - I know I'm not the only person who took up modding to learn Java either.

 

I know someVar would be 5. What I don't know is how to transmit from RenderingRegistry.getNextAvailableRenderId(); to getting the actual int, and more importantly which of the three classes I need to do it in. I am of course assuming that because it's getting the next available int, the method is deciding the actual number, not me?

 

Not to be rude but he has done what all the other posts say. So stop being rube about knowing java.

a) No he has not

b) this is basic java knowledge. If you do not know this, stop modding and learn java first. Thats just the way it is. And I am not rude at all. Just direct.

 

I gotta admit, you are being a little arrogant, but I do know people here get annoyed when people know nothing about Java. It's understandable, but I'm simply not understanding one minor part, and more importantly not understanding which bits go where to make this particular thing work. I've followed what the other posts say to the best of my ability, but if you never try you never learn so hey, I'll keep trying with or without your help.

width=463 height=200

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

My mods (Links coming soon)

Cities | Roads | Remula | SilvaniaMod | MoreStats

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