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Chest Render


Guff1118

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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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"It's not working" because chests don't use the JSON model system. They have an animated TESR model.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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2 minutes ago, Draco18s said:

"It's not working" because chests don't use the JSON model system. They have an animated TESR model.

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?
 

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models/item is the inventory model, not the model used in the world.

Anyway, you should be able to register the existing chest renderer for your own block.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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1 minute ago, Draco18s said:

models/item is the inventory model, not the model used in the world.

Anyway, you should be able to register the existing chest renderer for your own block.

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.

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I'm not sure, its not something I've tried to do.

Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable.  If you think this is the case, JUST REPORT ME.  Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice.

 

Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked.

 

DO NOT PM ME WITH PROBLEMS. No help will be given.

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Vanilla special-cases the rendering of Items for Blocks that are rendered by TESRs in TileEntityItemStackRenderer. You can register your own item TESR with ForgeHooksClient.registerTESRItemStack, but this is deprecated and marked for removal as soon as possible.

 

Instead, you should just create a regular baked model and use that for the item form. I created a JSON version of the chest model here.

 

Ideally you should also use a baked model for the block and use Forge's animation system to animate the lid, but unfortunately there's not much documentation on it.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

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