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Guff1118

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  1. I appreciate your attempting to help me resolve this issue. If anyone else has some insight, it would be appreciated. Thanks in advance.
  2. Right, and there is no issue with the model in the world; it renders perfectly fine as a chest, as the TileEntityRenderDispatcher method would suggest. So I therefore have no need to register the same TESR manually; it is registering itself via that method. The models/item being the inventory model I agree with, and that is where I am stumbling, because it is not rendering the chest ItemBlock as an entity or in-hand, which is the original problem that was pointed out. Looking at trapped_chest.json in models/item (which should, as has been determined, decide how the in-hand model for the ItemBlock is handle), I see the below: trapped_chest.json (assets/models/item) { "parent": "item/chest" } Using that logic, I would figure that this would work for my ItemBlock: blocktreasurechest.json (plunderrummage/assets/models/item) { "parent": "item/chest" } I'm sure I've done something wrong.
  3. Okay, that's good to know. So what reason would the engine have for not seeing my tile entity as having the same TESR as the vanilla chest? In TileEntityRenderDispatcher.class public <T extends TileEntity> TileEntitySpecialRenderer<T> getRenderer(Class <? extends TileEntity > teClass) { TileEntitySpecialRenderer<T> tileentityspecialrenderer = (TileEntitySpecialRenderer)this.renderers.get(teClass); if (tileentityspecialrenderer == null && teClass != TileEntity.class) { tileentityspecialrenderer = this.getRenderer((Class <? extends TileEntity >)teClass.getSuperclass()); this.renderers.put(teClass, tileentityspecialrenderer); } return tileentityspecialrenderer; } My tile entity is a direct subclass of TileEntityChest, so it should automatically be using the same render, or did I miss something? If chests don't use the model system, what reason would both chest and trapped_chest.json have for existing in models/item?
  4. Hello all, thank you for viewing my thread. I recently decided to update an old mod of mine, but I've been out of the loop with updating beyond 1.7. For the most part, I have the mod working again, and almost done, with a small exception. This mod includes a block that is just a modified chest. It is just a subclass of BlockChest, and that worked previously but sadly, it doesn't work now. The block won't render properly as an entity or in-hand; all I can see is an oversize black/purple cube. However, it worked correctly when placed in the world as a block state. Naturally, I figured following the way trapped chests work would get me to where I wanted, but that didn't work either. So basically, I copied the trapped_chest.json from models/item to my models/item folder in my mod's asset folder, and just renamed the file to reflect the registry name of the block. Trapped chests only have this one file, so I'm not sure why it's not working. I don't understand why I'm having this issue since I'm using the same method that trapped chests use as far as the json files go. Am I missing something? Is there something hidden within the source that I'm not seeing? I've been trying to get this fixed for a few days and I just can't seem to figure out what the problem is. If anyone could kindly point me in the right directly, that would be appreciated. I'll post whatever files/errors you need to see to help.
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