Jump to content

Explosive not rendering properly


Thor597

Recommended Posts

Hello

 

After updating to 1.3.2 my explosive didnt render, when I right click it to activate it it just becomes invisible. My classes:

 

ClientProxy:

 

 

package net.minecraft.src;

import net.minecraftforge.client.MinecraftForgeClient;
import cpw.mods.fml.client.registry.RenderingRegistry;
import cpw.mods.fml.common.Mod.Instance;

public class ThorMod_ClientProxy extends ThorMod_CommonProxy
{
@Override
public void registerRenderInformation() 
{  
	MinecraftForgeClient.preloadTexture("/Thormod/blocks.png");
	MinecraftForgeClient.preloadTexture("/Thormod/items.png");

	RenderingRegistry.registerEntityRenderingHandler(ThorMod_EntityEmeraldPrimed.class, new ThorMod_RenderEmeraldBomb());
}

}

 

 

Block file

 

package net.minecraft.src;

import java.util.Random;

public class ThorMod_EmeraldBomb extends Block
{
public ThorMod_EmeraldBomb(int par1, int par2)
{
	super(par1, par2, Material.tnt);
	this.setCreativeTab(CreativeTabs.tabRedstone);
}

public int getBlockTextureFromSide(int i)
{
	if(i == 1 || i == 0)
	{
		return 40;
	}
	else
	{
		return 39;
	}
}

@Override
public String getTextureFile() {
	return "/Thormod/blocks.png";
}

/**
 * Called whenever the block is added into the world. Args: world, x, y, z
 */
public void onBlockAdded(World par1World, int par2, int par3, int par4)
{
	super.onBlockAdded(par1World, par2, par3, par4);

	if (par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
	{
		this.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1);
		par1World.setBlockWithNotify(par2, par3, par4, 0);
	}
}

/**
 * Lets the block know when one of its neighbor changes. Doesn't know which neighbor changed (coordinates passed are
 * their own) Args: x, y, z, neighbor blockID
 */
public void onNeighborBlockChange(World par1World, int par2, int par3, int par4, int par5)
{
	if (par5 > 0 && Block.blocksList[par5].canProvidePower() && par1World.isBlockIndirectlyGettingPowered(par2, par3, par4))
	{
		this.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1);
		par1World.setBlockWithNotify(par2, par3, par4, 0);
	}
}

/**
 * Returns the quantity of items to drop on block destruction.
 */
public int quantityDropped(Random par1Random)
{
	return 1;
}

/**
 * Called upon the block being destroyed by an explosion
 */
public void onBlockDestroyedByExplosion(World par1World, int par2, int par3, int par4)
{
	if (!par1World.isRemote)
	{
		ThorMod_EntityEmeraldPrimed var5 = new ThorMod_EntityEmeraldPrimed(par1World, (double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F));
		var5.fuse = par1World.rand.nextInt(var5.fuse / 4) + var5.fuse / 8;
		par1World.spawnEntityInWorld(var5);
	}
}

/**
 * Called right before the block is destroyed by a player.  Args: world, x, y, z, metaData
 */
public void onBlockDestroyedByPlayer(World par1World, int par2, int par3, int par4, int par5)
{
	if (!par1World.isRemote)
	{
		if ((par5 & 1) == 1)
		{
			ThorMod_EntityEmeraldPrimed var6 = new ThorMod_EntityEmeraldPrimed(par1World, (double)((float)par2 + 0.5F), (double)((float)par3 + 0.5F), (double)((float)par4 + 0.5F));
			par1World.spawnEntityInWorld(var6);
			par1World.playSoundAtEntity(var6, "random.fuse", 1.0F, 1.0F);
		}
	}
}

/**
 * Called upon block activation (right click on the block.)
 */
public boolean onBlockActivated(World par1World, int par2, int par3, int par4, EntityPlayer par5EntityPlayer, int par6, float par7, float par8, float par9)
{
	if (par5EntityPlayer.getCurrentEquippedItem() != null && par5EntityPlayer.getCurrentEquippedItem().itemID == mod_TheThorMod.GoldronController.shiftedIndex)
	{
		this.onBlockDestroyedByPlayer(par1World, par2, par3, par4, 1);
		par1World.setBlockWithNotify(par2, par3, par4, 0);
		return true;
	}
	else
	{
		return super.onBlockActivated(par1World, par2, par3, par4, par5EntityPlayer, par6, par7, par8, par9);
	}
}

/**
 * Returns an item stack containing a single instance of the current block type. 'i' is the block's subtype/damage
 * and is ignored for blocks which do not support subtypes. Blocks which cannot be harvested should return null.
 */
protected ItemStack createStackedBlock(int par1)
{
	return null;
}
}

 

 

Entity File:

 

package net.minecraft.src;

import cpw.mods.fml.common.Side;
import cpw.mods.fml.common.asm.SideOnly;

public class ThorMod_EntityEmeraldPrimed extends Entity
{
    /** How long the fuse is */
    public int fuse;

    public ThorMod_EntityEmeraldPrimed(World par1World)
    {
        super(par1World);
        this.fuse = 0;
        this.preventEntitySpawning = true;
        this.setSize(0.98F, 0.98F);
        this.yOffset = this.height / 2.0F;
    }

    public ThorMod_EntityEmeraldPrimed(World par1World, double par2, double par4, double par6)
    {
        this(par1World);
        this.setPosition(par2, par4, par6);
        float var8 = (float)(Math.random() * Math.PI * 2.0D);
        this.motionX = (double)(-((float)Math.sin((double)var8)) * 0.02F);
        this.motionY = 0.20000000298023224D;
        this.motionZ = (double)(-((float)Math.cos((double)var8)) * 0.02F);
        this.fuse = 80;
        this.prevPosX = par2;
        this.prevPosY = par4;
        this.prevPosZ = par6;
    }

    protected void entityInit() {}

    /**
     * returns if this entity triggers Block.onEntityWalking on the blocks they walk on. used for spiders and wolves to
     * prevent them from trampling crops
     */
    protected boolean canTriggerWalking()
    {
        return false;
    }

    /**
     * Returns true if other Entities should be prevented from moving through this Entity.
     */
    public boolean canBeCollidedWith()
    {
        return !this.isDead;
    }

    /**
     * Called to update the entity's position/logic.
     */
    public void onUpdate()
    {
        this.prevPosX = this.posX;
        this.prevPosY = this.posY;
        this.prevPosZ = this.posZ;
        this.motionY -= 0.03999999910593033D;
        this.moveEntity(this.motionX, this.motionY, this.motionZ);
        this.motionX *= 0.9800000190734863D;
        this.motionY *= 0.9800000190734863D;
        this.motionZ *= 0.9800000190734863D;

        if (this.onGround)
        {
            this.motionX *= 0.699999988079071D;
            this.motionZ *= 0.699999988079071D;
            this.motionY *= -0.5D;
        }

        if (this.fuse-- <= 0)
        {
            this.setDead();

            if (!this.worldObj.isRemote)
            {
                this.explode();
            }
        }
        else
        {
            this.worldObj.spawnParticle("smoke", this.posX, this.posY + 0.5D, this.posZ, 0.0D, 0.0D, 0.0D);
        }
    }

    private void explode()
    {
        float var1 = 8.0F;
        this.worldObj.createExplosion((Entity)null, this.posX, this.posY, this.posZ, var1);
    }

    /**
     * (abstract) Protected helper method to write subclass entity data to NBT.
     */
    protected void writeEntityToNBT(NBTTagCompound par1NBTTagCompound)
    {
        par1NBTTagCompound.setByte("Fuse", (byte)this.fuse);
    }

    /**
     * (abstract) Protected helper method to read subclass entity data from NBT.
     */
    protected void readEntityFromNBT(NBTTagCompound par1NBTTagCompound)
    {
        this.fuse = par1NBTTagCompound.getByte("Fuse");
    }

    @SideOnly(Side.CLIENT)
    public float getShadowSize()
    {
        return 0.0F;
    }
}

 

 

Render File:

 

package net.minecraft.src;

import org.lwjgl.opengl.GL11;

public class ThorMod_RenderEmeraldBomb extends Render
{
    private RenderBlocks blockRenderer = new RenderBlocks();

    public ThorMod_RenderEmeraldBomb()
    {
        this.shadowSize = 0.5F;
    }

    public void func_76992_a(ThorMod_EntityEmeraldPrimed par1EntityTNTPrimed, double par2, double par4, double par6, float par8, float par9)
    {
        GL11.glPushMatrix();
        GL11.glTranslatef((float)par2, (float)par4, (float)par6);
        float var10;

        if ((float)par1EntityTNTPrimed.fuse - par9 + 1.0F < 10.0F)
        {
            var10 = 1.0F - ((float)par1EntityTNTPrimed.fuse - par9 + 1.0F) / 10.0F;

            if (var10 < 0.0F)
            {
                var10 = 0.0F;
            }

            if (var10 > 1.0F)
            {
                var10 = 1.0F;
            }

            var10 *= var10;
            var10 *= var10;
            float var11 = 1.0F + var10 * 0.3F;
            GL11.glScalef(var11, var11, var11);
        }

        var10 = (1.0F - ((float)par1EntityTNTPrimed.fuse - par9 + 1.0F) / 100.0F) * 0.8F;
        this.loadTexture("/Thormod/blocks.png");
        this.blockRenderer.renderBlockAsItem(Block.tnt, 0, par1EntityTNTPrimed.getBrightness(par9));

        if (par1EntityTNTPrimed.fuse / 5 % 2 == 0)
        {
            GL11.glDisable(GL11.GL_TEXTURE_2D);
            GL11.glDisable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_BLEND);
            GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_DST_ALPHA);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, var10);
            this.blockRenderer.renderBlockAsItem(Block.tnt, 0, 1.0F);
            GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
            GL11.glDisable(GL11.GL_BLEND);
            GL11.glEnable(GL11.GL_LIGHTING);
            GL11.glEnable(GL11.GL_TEXTURE_2D);
        }

        GL11.glPopMatrix();
    }

    /**
     * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
     * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
     * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
     * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
     */
    public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
    {
        this.func_76992_a((ThorMod_EntityEmeraldPrimed)par1Entity, par2, par4, par6, par8, par9);
    }
}

 

 

 

Please help :)

Link to comment
Share on other sites

  • 2 weeks later...

Ok look. I have this code now:

 

Init

 

EntityRegistry.registerModEntity(ThorMod_EntityEmeraldPrimed.class, "EmBomb", ModLoader.getUniqueEntityId(), this, 250, 5, false);

EntityRegistry.registerGlobalEntityID(ThorMod_EntityEmeraldPrimed.class, "EmBomb",  ModLoader.getUniqueEntityId());

 

ClientProxy:

 

RenderingRegistry.registerEntityRenderingHandler(ThorMod_EntityEmeraldPrimed.class, new ThorMod_RenderEmeraldBomb());

 

still invisobitch

Link to comment
Share on other sites

Ok look. I have this code now:

 

Init

 

EntityRegistry.registerModEntity(ThorMod_EntityEmeraldPrimed.class, "EmBomb", ModLoader.getUniqueEntityId(), this, 250, 5, false);

EntityRegistry.registerGlobalEntityID(ThorMod_EntityEmeraldPrimed.class, "EmBomb",  ModLoader.getUniqueEntityId());

 

ClientProxy:

 

RenderingRegistry.registerEntityRenderingHandler(ThorMod_EntityEmeraldPrimed.class, new ThorMod_RenderEmeraldBomb());

 

still invisobitch

 

Your init is somehow wrong. first you have to call registerGlobalEntityID, then registerModEntity. Also, for registerGlobalEntityID, don't use ModLoader.getUniqueEntityId(), instead use EntityRegistry.findGlobalUniqueEntityId(). And for registerModEntity, use an actual number instead of ModLoader.getUniqueEntityId(), like 0 for your first entity, 1 for your second one, 3 for your third one and so on.

 

like this:

EntityRegistry.registerGlobalEntityID(ThorMod_EntityEmeraldPrimed.class, "EmBomb",  EntityRegistry.findGlobalUniqueEntityId());
EntityRegistry.registerModEntity(ThorMod_EntityEmeraldPrimed.class, "EmBomb", 0, this, 250, 5, false);

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Link to comment
Share on other sites

Do you even call your registerRenderInformation() from your proxy in your load method?

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Link to comment
Share on other sites

Try to shove it into your load method then, works for me.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Link to comment
Share on other sites

I am having the same issue. I've done everything correctly just like you, and my living entities render correctly along with my EntityThrowable. My meteors don't want to render. (Author of the Falling Meteors mod = me) They are alive and working because they cause the explosion, but they are not rendering at all.

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

    • So i know for a fact this has been asked before but Render stuff troubles me a little and i didnt find any answer for recent version. I have a custom nausea effect. Currently i add both my nausea effect and the vanilla one for the effect. But the problem is that when I open the inventory, both are listed, while I'd only want mine to show up (both in the inv and on the GUI)   I've arrived to the GameRender (on joined/net/minecraft/client) and also found shaders on client-extra/assets/minecraft/shaders/post and client-extra/assets/minecraft/shaders/program but I'm lost. I understand that its like a regular screen, where I'd render stuff "over" the game depending on data on the server, but If someone could point to the right client and server classes that i can read to see how i can manage this or any tip would be apreciated
    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
    • Let me try and help you with love spells, traditional healing, native healing, fortune telling, witchcraft, psychic readings, black magic, voodoo, herbalist healing, or any other service your may desire within the realm of african native healing, the spirits and the ancestors. I am a sangoma and healer. I could help you to connect with the ancestors , interpret dreams, diagnose illness through divination with bones, and help you heal both physical and spiritual illness. We facilitate the deepening of your relationship to the spirit world and the ancestors. Working in partnership with one\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\\’s ancestors is a gift representing a close link with the spirit realm as a mediator between the worlds.*   Witchdoctors, or sorcerers, are often purveyors of mutis and charms that cause harm to people. we believe that we are here for only one purpose, to heal through love and compassion.*   African people share a common understanding of the importance of ancestors in daily life. When they have lost touch with their ancestors, illness may result or bad luck. Then a traditional healer, or sangoma, is sought out who may prescribe herbs, changes in lifestyle, a career change, or changes in relationships. The client may also be told to perform a ceremony or purification ritual to appease the ancestors.*   Let us solve your problems using powerful African traditional methods. We believe that our ancestors and spirits give us enlightenment, wisdom, divine guidance, enabling us to overcome obstacles holding your life back. Our knowledge has been passed down through centuries, being refined along the way from generation to generation. We believe in the occult, the paranormal, the spirit world, the mystic world.*   The services here are based on the African Tradition Value system/religion,where we believe the ancestors and spirits play a very important role in society. The ancestors and spirits give guidance and counsel in society. They could enable us to see into the future and give solutions to the problems affecting us. We use rituals, divination, spells, chants and prayers to enable us tackle the task before us.*   I have experience in helping and guiding many people from all over the world. My psychic abilities may help you answer and resolve many unanswered questions
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

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