Jump to content

[solved] Custom Item Render


DarkGuardsman

Recommended Posts

I have several items i use to spawn blocks with custom renders. What i want to do is get the item to render like the block. similar to how the chest will render in the players hand. How would i go about doing this, and yes i have actual dug threw MC's src looking for how. What i found was that the chest uses render type 22 to render itself and has a class to help render in hand. What i can't find is how to do this with my block or item.

Link to comment
Share on other sites

You need to add a new Block renderer. Like this, for instance:

public class RendererCircle implements ISimpleBlockRenderingHandler {
public static final int	blockRenderId	= RenderingRegistry.getNextAvailableRenderId();

public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) {
}

public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) {
}

public boolean shouldRender3DInInventory() {
	return false;
}

public int getRenderId() {
	return blockRenderId;
}

 

And in your block, make the render type equal to the blockRenderId variable. I'm not sure what you need to add, because you want to render it in a different way than I do (I have a 2D-ish block) so you'd have to figure it out yourself. (HINT: use the Tesselator.instance !)

Link to comment
Share on other sites

That might actual work i'll give it a try with what i found with the how the chest renders. Maybe i can get it to work, i'll re edit this post when i have something tested. While i'm at it though think you can link the code you use might help me a bit even if its simi 2D.

 

Also i have no clue what a Tesselator is. If your willing can you elaborate on the subject a bit.

 

 

Edit: Got it working with a bit of screwing around. What i ended up doing was creating a new render inside the my renderHelper class. The challenging part of that was getting the texture to bind to the model. Which i thank cpw's ironChest src for helping me solve that issue.

 

Only thing to figure out now is how to get it to render different in the player's hand and inv. Right now in the inv it render backwards and off lined. Also when i change the render angle to -45 degrees it kills the inv render. any ideas how to fix those issues?

Link to comment
Share on other sites

  • 2 weeks later...

That might actual work i'll give it a try with what i found with the how the chest renders. Maybe i can get it to work, i'll re edit this post when i have something tested. While i'm at it though think you can link the code you use might help me a bit even if its simi 2D.

 

Also i have no clue what a Tesselator is. If your willing can you elaborate on the subject a bit.

 

 

Edit: Got it working with a bit of screwing around. What i ended up doing was creating a new render inside the my renderHelper class. The challenging part of that was getting the texture to bind to the model. Which i thank cpw's ironChest src for helping me solve that issue.

 

Only thing to figure out now is how to get it to render different in the player's hand and inv. Right now in the inv it render backwards and off lined. Also when i change the render angle to -45 degrees it kills the inv render. any ideas how to fix those issues?

 

Please can you post how you fix it?

 

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

    • Hi Everyone, I'm new to the sub but needed some help figuring out a lot of the server tick issues and errors I have been getting. I run a small 1-3 player 1.19.2 forge minecraft server with around 215 or so mods (mix of QoL, server sided, performance, and client/ui mods). I run a Ryzen 5600x, 48gb of ram, and an Asus tuf 1650s. Current jvm allocation is for 12gb (overkill I know, but thought it would require so for the amount of mods I have). Typically my server had ran <20ms avg. tick, but currently has been going up closer and closer to 50ms, with sky rockets to >100ms up to around even 700ms at times. I assume it has to do with an entity ticking loop or something of the sort butn my knowledge of servers ands mods is very inept. Here is my mod list: https://mclo.gs/Yh3uW9J Here is the link to my latest.log: https://mclo.gs/uXtekkO In addition here is my debug.log: https://mclo.gs/f4zMNQQ I see a lot of errors in both logs, but cannot figure out for the life of me what mod(s) are causing them. If there is anymore info that I can provide that can help me sort this out, I am more than willing to provide it. Just want my server to run nicely lol. edit: i know the current logs show missing content. those are mods that i have already deemed not needed/not working well/as intended so they have been removed. edit #2: i have already tried using spark profiler to find the mod that is using the most resources, but to no avail. here is the link to the latest profiler i ran: https://spark.lucko.me/dIAmpPkGdo Thank you in advance!
    • i recheck the kapenjoe tutorial from another stance and actually manage to make custom trades for the villagers and the trader    seems like the wanderer has 64 normal trades and 6 especial  ### addCustomWandererTrades( generic 64) ### addCustomWandererTrades( rare    6)   ################################################## the problem is that the 3 custome trades i add rarely gets loaded in the wanderer offered item list but are there  if i delete the list whit generic.clear() before adding mi things then only mi things get loaded an a ice cube i dont know where is coming              generic.add((trader, rand) -> new MerchantOffer(                 new ItemStack(Items.EMERALD, 6),                 new ItemStack(BlockInit.POTTED_BLUE_HERB.get().asItem(), 2),                 2, 10, 0.02F)         ); it dont seems to be a weight variable to increase the possibility of mi custom trades ######################### what i want is  to increase the chance of mi custome trades to be vissible  how can i do that....          
    • For Example, Simply swords is a mod that i think looks cool. I've noticed I can use it in a world but friends can't join. Error is "Registry remapping failed: null". Is there a way to fix this or is it not possible to use with friends?
    • You could try using spark (https://www.curseforge.com/minecraft/mc-mods/spark) to see if it gives you any other insight into what is making ticks take too long, perhaps it's a combination of mods. If it's simply the yuushya mod processing that is causing it to hang, the only solution would be removing that mod, or possibly updating/downgrading to a version that doesn't make ticks take too long.
    • Looking for help with reading this crashlog for my server. I can tell yuushya causes it. I want to try to figure out what else causes this crash. I need yuushya but any other mod could get deleted if needed. https://paste.ee/p/eUS38 is the crash log
  • Topics

×
×
  • Create New...

Important Information

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