Posted March 5, 20214 yr I am trying to make the model lighter and scale it. Registered ClientRegistry.bindTileEntityRenderer and in the render method I do the following: public class ObjRenderer extends TileEntityRenderer<TileEntity> { public ObjRenderer(TileEntityRendererDispatcher tileEntityRendererDispatcher) { super(tileEntityRendererDispatcher); } @Override public void render(TileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher(); BlockState state = tileEntityIn.getBlockState(); IBakedModel model = dispatcher.getModelForState(state); matrixStackIn.push(); matrixStackIn.scale(2,2,2); IVertexBuilder vertexBuffer = bufferIn.getBuffer(RenderType.getSolid()); float brightness = 0.87F; dispatcher.getBlockModelRenderer().renderModel( matrixStackIn.getLast(), vertexBuffer, state, model, brightness, brightness, brightness, combinedLightIn, combinedOverlayIn, EmptyModelData.INSTANCE ); matrixStackIn.pop(); } } After that, both the old and new model are rendered with the applied parameters on the new one, but I only need to change the main model. How to do this? full code: https://github.com/alterland/almodels Edited March 7, 20214 yr by Aviator737
March 7, 20214 yr Author Here is the solution. Set the air model for block default state. Then, in the render method, take the state with the model and render it. blockstate: { "variants": { "model=true": { "model": "almodels:block/double_bed_1" }, "model=false": { "model": "minecraft:block/air" } } } render method: @Override public void render(TileEntity tileEntityIn, float partialTicks, MatrixStack matrixStackIn, IRenderTypeBuffer bufferIn, int combinedLightIn, int combinedOverlayIn) { BlockRendererDispatcher dispatcher = Minecraft.getInstance().getBlockRendererDispatcher(); BlockState state = tileEntityIn.getBlockState().getBlock().getDefaultState().with(DoubleBed1Block.MODEL, true); IBakedModel model = dispatcher.getModelForState(state); Direction direction = tileEntityIn.getBlockState().get(HORIZONTAL_FACING); float angle = 0; matrixStackIn.push(); IVertexBuilder vertexBuffer = bufferIn.getBuffer(RenderType.getSolid()); float brightness = 0.87F; switch (direction) { default: case SOUTH: angle = 0; break; case NORTH: angle = 180; break; case EAST: angle = 90; break; case WEST: angle = 270; break; } matrixStackIn.rotate(Vector3f.YP.rotationDegrees(angle)); dispatcher.getBlockModelRenderer().renderModel( matrixStackIn.getLast(), vertexBuffer, state, model, brightness, brightness, brightness, combinedLightIn, combinedOverlayIn, EmptyModelData.INSTANCE ); matrixStackIn.pop(); } block: public DoubleBed1Block(final Properties properties) { super(properties); this.setDefaultState(this.getDefaultState().with(HORIZONTAL_FACING, Direction.NORTH).with(MODEL, false)); } Edited March 8, 20214 yr by Aviator737
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