Jump to content

Creating my own RenderType


Flenix

Recommended Posts

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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...

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

Link to comment
Share on other sites

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

    • Dalam dunia perjudian online yang berkembang pesat, mencari platform yang dapat memberikan kemenangan maksimal dan hasil terbaik adalah impian setiap penjudi. OLXTOTO, dengan bangga, mempersembahkan dirinya sebagai jawaban atas pencarian itu. Sebagai platform terbesar untuk kemenangan maksimal dan hasil optimal, OLXTOTO telah menciptakan gelombang besar di komunitas perjudian online. Satu dari banyak keunggulan yang dimiliki OLXTOTO adalah koleksi permainan yang luas dan beragam. Dari togel hingga slot online, dari live casino hingga permainan kartu klasik, OLXTOTO memiliki sesuatu untuk setiap pemain. Dibangun dengan teknologi terkini dan dikembangkan oleh para ahli industri, setiap permainan di platform ini dirancang untuk memberikan pengalaman yang tak tertandingi bagi para penjudi. Namun, keunggulan OLXTOTO tidak hanya terletak pada variasi permainan yang mereka tawarkan. Mereka juga menonjol karena komitmen mereka terhadap keamanan dan keadilan. Dengan sistem keamanan tingkat tinggi dan proses audit yang ketat, OLXTOTO memastikan bahwa setiap putaran permainan berjalan dengan adil dan transparan. Para pemain dapat merasa aman dan yakin bahwa pengalaman berjudi mereka di OLXTOTO tidak akan terganggu oleh masalah keamanan atau keadilan. Tak hanya itu, OLXTOTO juga terkenal karena layanan pelanggan yang luar biasa. Tim dukungan mereka selalu siap sedia untuk membantu para pemain dengan segala pertanyaan atau masalah yang mereka hadapi. Dengan respon cepat dan solusi yang efisien, OLXTOTO memastikan bahwa pengalaman berjudi para pemain tetap mulus dan menyenangkan. Dengan semua fitur dan keunggulan yang ditawarkannya, tidak mengherankan bahwa OLXTOTO telah menjadi pilihan utama bagi jutaan penjudi online di seluruh dunia. Jika Anda mencari platform yang dapat memberikan kemenangan maksimal dan hasil optimal, tidak perlu mencari lebih jauh dari OLXTOTO. Bergabunglah dengan OLXTOTO hari ini dan mulailah petualangan Anda menuju kemenangan besar dan hasil terbaik!
    • Selamat datang di OLXTOTO, situs slot gacor terpanas yang sedang booming di industri perjudian online. Jika Anda mencari pengalaman bermain yang luar biasa, maka OLXTOTO adalah tempat yang tepat untuk Anda. Dapatkan sensasi tidak biasa dengan variasi slot online terlengkap dan peluang memenangkan jackpot slot maxwin yang sering. Di sini, Anda akan merasakan keseruan yang luar biasa dalam bermain judi slot. DAFTAR OLXTOTO DISINI LOGIN OLXTOTO DISINI AKUN PRO OLXTOTO DISINI   Jackpot Slot Maxwin Sering Untuk Peluang Besar Di OLXTOTO, kami tidak hanya memberikan hadiah slot biasa, tapi juga memberikan kesempatan kepada pemain untuk memenangkan jackpot slot maxwin yang sering. Dengan demikian, Anda dapat meraih keberuntungan besar dan memenangkan ribuan rupiah sebagai hadiah jackpot slot maxwin kami. Jackpot slot maxwin merupakan peluang besar bagi para pemain judi slot untuk meraih keuntungan yang lebih besar. Dalam permainan kami, Anda tidak harus terpaku pada kemenangan biasa saja. Kami hadir dengan jackpot slot maxwin yang sering, sehingga Anda memiliki peluang yang lebih besar untuk meraih kemenangan besar dengan hadiah yang menggiurkan. Dalam permainan judi slot, pengalaman bermain bukan hanya tentang keseruan dan hiburan semata. Kami memahami bahwa para pemain juga menginginkan kesempatan untuk meraih keberuntungan besar. Oleh karena itu, OLXTOTO hadir dengan jackpot slot maxwin yang sering untuk memberikan peluang besar kepada para pemain kami. Peluang Besar Menang Jackpot Slot Maxwin Peluang menang jackpot slot maxwin di OLXTOTO sangatlah besar. Anda tidak perlu khawatir tentang batasan atau pembatasan dalam meraih jackpot tersebut. Kami ingin memberikan kesempatan kepada semua pemain kami untuk merasakan sensasi menang dalam jumlah yang luar biasa. Jackpot slot maxwin kami dibuka untuk semua pemain judi slot di OLXTOTO. Anda memiliki peluang yang sama dengan pemain lainnya untuk memenangkan hadiah jackpot yang besar. Kami percaya bahwa semua orang memiliki kesempatan untuk meraih keberuntungan besar, dan itulah mengapa kami menyediakan jackpot slot maxwin yang sering untuk memenuhi harapan dan keinginan Anda.   Kesimpulan OLXTOTO adalah situs slot gacor terbaik yang memberikan pengalaman bermain judi slot online yang tak terlupakan. Dengan variasi slot online terlengkap dan peluang memenangkan jackpot slot maxwin yang sering, OLXTOTO menjadi pilihan terbaik bagi para pemain yang mencari kesenangan dan kemenangan besar dalam perjudian online. Di samping itu, OLXTOTO juga menawarkan layanan pelanggan yang ramah dan responsif, siap membantu setiap pemain dalam mengatasi masalah teknis atau pertanyaan seputar perjudian online. Kami menjaga integritas game dan memberikan lingkungan bermain yang adil serta menjalankan kebijakan perlindungan pelanggan yang cermat. Bergabunglah dengan OLXTOTO sekarang dan nikmati pengalaman bermain slot online yang luar biasa. Jadilah bagian dari komunitas perjudian yang mengagumkan ini dan raih kesempatan untuk meraih kemenangan besar. Dapatkan akses mudah dan praktis ke situs OLXTOTO dan rasakan sensasi bermain judi slot yang tak terlupakan.  
    • OLXTOTO: Platform Maxwin dan Gacor Terbesar Sepanjang Masa Di dunia perjudian online yang begitu kompetitif, mencari platform yang dapat memberikan kemenangan maksimal (Maxwin) dan hasil terbaik (Gacor) adalah prioritas bagi para penjudi yang cerdas. Dalam upaya ini, OLXTOTO telah muncul sebagai pemain kunci yang mengubah lanskap perjudian online dengan menawarkan pengalaman tanpa tandingan.     Sejak diluncurkan, OLXTOTO telah menjadi sorotan industri perjudian online. Dikenal sebagai "Platform Maxwin dan Gacor Terbesar Sepanjang Masa", OLXTOTO telah menarik perhatian pemain dari seluruh dunia dengan reputasinya yang solid dan kinerja yang luar biasa. Salah satu fitur utama yang membedakan OLXTOTO dari pesaingnya adalah komitmen mereka untuk memberikan pengalaman berjudi yang unik dan memuaskan. Dengan koleksi game yang luas dan beragam, termasuk togel, slot online, live casino, dan banyak lagi, OLXTOTO menawarkan sesuatu untuk semua orang. Dibangun dengan teknologi terkini dan didukung oleh tim ahli yang berdedikasi, platform ini memastikan bahwa setiap pengalaman berjudi di OLXTOTO tidak hanya menghibur, tetapi juga menguntungkan. Namun, keunggulan OLXTOTO tidak hanya terletak pada permainan yang mereka tawarkan. Mereka juga terkenal karena keamanan dan keadilan yang mereka berikan kepada para pemain mereka. Dengan sistem keamanan tingkat tinggi dan audit rutin yang dilakukan oleh otoritas regulasi independen, para pemain dapat yakin bahwa setiap putaran permainan di OLXTOTO adalah adil dan transparan. Tidak hanya itu, OLXTOTO juga dikenal karena layanan pelanggan yang luar biasa. Dengan tim dukungan yang ramah dan responsif, para pemain dapat yakin bahwa setiap pertanyaan atau masalah mereka akan ditangani dengan cepat dan efisien. Dengan semua fitur dan keunggulan yang ditawarkannya, tidak mengherankan bahwa OLXTOTO telah menjadi platform pilihan bagi para penjudi online yang mencari kemenangan maksimal dan hasil terbaik. Jadi, jika Anda ingin bergabung dengan jutaan pemain yang telah merasakan keajaiban OLXTOTO, jangan ragu untuk mendaftar dan mulai bermain hari ini!  
    • OLXTOTO adalah bandar slot yang terkenal dan terpercaya di Indonesia. Mereka menawarkan berbagai jenis permainan slot yang menarik dan menghibur. Dengan tampilan yang menarik dan grafis yang berkualitas tinggi, pemain akan merasa seperti berada di kasino sungguhan. OLXTOTO juga menyediakan layanan pelanggan yang ramah dan responsif, siap membantu pemain dengan segala pertanyaan atau masalah yang mereka hadapi. Daftar =  https://surkale.me/Olxtotodotcom1
    • DAFTAR & LOGIN BIGO4D   Bigo4D adalah situs slot online yang populer dan menarik perhatian banyak pemain slot di Indonesia. Dengan berbagai game slot yang unik dan menarik, Bigo4D menjadi tempat yang ideal untuk pemula dan pahlawan slot yang berpengalaman. Dalam artikel ini, kami akan membahas tentang Bigo4D sebagai situs slot terbesar dan menarik yang saat ini banyak dijajaki oleh pemain slot online.
  • Topics

×
×
  • Create New...

Important Information

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