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opoz5

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  1. I added this line of code in my clientproxy: RenderingRegistry.instance().registerEntityRenderingHandler(EntityPebble.class, new RenderPebble()); This line of code in my main mod file: EntityRegistry.registerModEntity(EntityPebble.class, "Pebble", 1, this, 250, 5, false); Now the end of my main mod file looks like this: //Entities// EntityRegistry.registerGlobalEntityID(EntityPebble.class, "Pebble", EntityRegistry.findGlobalUniqueEntityId()); EntityRegistry.registerModEntity(EntityPebble.class, "Pebble", 1, this, 250, 5, false); //Rendering Registry// RenderingRegistry.registerEntityRenderingHandler(EntityPebble.class, new ebt.client.render.RenderPebble()); I notice it isn't calling to my ModelPebble file, where is it supposed to do this?
  2. RenderPebble package ebt.client.render; import net.minecraft.src.Entity; import net.minecraft.src.ModelBase; import net.minecraft.src.Render; import net.minecraft.src.Tessellator; import org.lwjgl.opengl.GL11; import org.lwjgl.opengl.GL12; import ebt.common.EntityPebble; import ebt.common.ModelPebble; public class RenderPebble extends Render { protected ModelBase ModelPShot; public RenderPebble() { this.shadowSize = 0.1F; this.ModelPShot = new ModelPebble(); } public void renderPShot(EntityPebble var1, double var2, double var4, double var6, float var8, float var9) { if (var1.prevRotationYaw != 0.0F || var1.prevRotationPitch != 0.0F) { //this.modelPShot.render(var1, 0F, 0F, 0F, 11, 2, 2); this.loadTexture("/ebt.client/resources/Pebble.png"); GL11.glPushMatrix(); GL11.glTranslatef((float)var2, (float)var4, (float)var6); GL11.glRotatef(var1.prevRotationYaw + (var1.rotationYaw - var1.prevRotationYaw) * var9 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(var1.prevRotationPitch + (var1.rotationPitch - var1.prevRotationPitch) * var9, 0.0F, 0.0F, 1.0F); Tessellator var10 = Tessellator.instance; byte var11 = 0; float var12 = 0.0F; float var13 = 0.5F; float var14 = (float)(0 + var11 * 10) / 32.0F; float var15 = (float)(5 + var11 * 10) / 32.0F; float var16 = 0.0F; float var17 = 0.15625F; float var18 = (float)(5 + var11 * 10) / 32.0F; float var19 = (float)(10 + var11 * 10) / 32.0F; float var20 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(var20, var20, var20); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(var20, 0.0F, 0.0F); var10.startDrawingQuads(); var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var18); var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var18); var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var19); var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var19); var10.draw(); GL11.glNormal3f(-var20, 0.0F, 0.0F); var10.startDrawingQuads(); var10.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)var16, (double)var18); var10.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)var17, (double)var18); var10.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)var17, (double)var19); var10.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)var16, (double)var19); var10.draw(); for (int var23 = 0; var23 < 4; ++var23) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, var20); var10.startDrawingQuads(); var10.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)var12, (double)var14); var10.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)var13, (double)var14); var10.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)var13, (double)var15); var10.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)var12, (double)var15); var10.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } } public void doRender(Entity var1, double var2, double var4, double var6, float var8, float var9) { this.renderPShot((EntityPebble)var1, var2, var4, var6, var8, var9); } }
  3. I know I rendered it incorrectly.. I'm asking how to render it.
  4. magicItems.common.EntityFlameshot cannot be cast to net.minecraft.src.EntityLiving Also having this error. Any help?
  5. Really no one has encountered and/or fixed this problem?
  6. I tried directing it to the correct texture but it's still invisible. Everything works except for not being able to see it. And help?
  7. I have it set to shoot a custom arrow and entity, but using the default arrow's texture. Could it be because two things are using the default texture? I don't exactly understand your question.
  8. I know this has probably been answered somewhere else, but I have done hours of research and cannot find a working solution. Here is the problem: I made a custom bow, and a custom arrow, however the custom arrow is using the original arrow texture right now. But the problem is that when I shoot the arrow, I know it really shoots because it hurts mobs and I can pick it up, but it is invisible. I messed around some. Now I have: In my Entities in my main class file I have: EntityRegistry.registerGlobalEntityID(EntityPebble.class, "Pebble", EntityRegistry.findGlobalUniqueEntityId()); EntityRegistry.registerModEntity(EntityPebble.class, "Pebble", 1, this, 128, 1, false); In my rendering registry I put RenderingRegistry.registerEntityRenderingHandler(EntityPebble.class, new RenderLiving(new ModelPebble(), 0F)); Which yields an ebt.common.EntityPebble cannot be cast to net.minecraft.src.EntityLiving error. When I change RenderingRegistry.registerEntityRenderingHandler(EntityPebble.class, new RenderLiving(new ModelPebble(), 0F)); to RenderingRegistry.registerEntityRenderingHandler(EntityPebble.class, new ebt.client.render.RenderPebble()); I get a arrow like texture, but it says "missing". To clarify I do NOT want a folded texture, I want a cube like texture, and that is what the ModelPebble file is set to be. Thanks in advance, all help is appreciated.
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