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How do I make a TileEntitySpecialRenderer? [SOLVED with IBakedModel]


oreo

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2 questions that I'd really like to know:

  • How do I tell minecraft to render with my TileEntitySpecialRenderer instance?
  • How do I link my TileEntitySpecialRenderer with my TileEntity?

 

This has been bugging my for days. Just a description or a link that could help me understand this better would be really appreciated. Thanks!

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1 hour ago, oreo said:

Just a description or a link that could help me understand this better would be really appreciated. Thanks!

First we should make sure that using a TESR is appropriate for your situation. What are you trying to render?

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28 minutes ago, Animefan8888 said:

First we should make sure that using a TESR is appropriate for your situation. What are you trying to render?

 

 

I have a previous post explaining what I want to accomplish here

 

 

 

And as of now it seems like using a TileEntitySpecialRenderer is what I need to draw the model with no light shading.

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7 minutes ago, oreo said:

 

 

I have a previous post explaining what I want to accomplish here

 

 

 

And as of now it seems like using a TileEntitySpecialRenderer is what I need to draw the model with no light shading.

Instead you can possibly(unsure if this would give you the effect you want) add the shade tag in your model, you would have to apply it in your model to each element declaration.

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I will be posting 1.15.2 modding tutorials on this channel. If you want to be notified of it do the normal YouTube stuff like subscribing, ect.

Forge and vanilla BlockState generator.

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27 minutes ago, oreo said:

I need to draw the model with no light shading.

Emissive quads are possible with a custom IBakedModel, a TESR isn't needed here. You would need to create and load a custom IBakedModel and generate a list of custom BakedQuads that have their lightmap data set to anything apart from 0, say 240 for full emission. An example can be found here

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On 8/18/2018 at 7:05 PM, Animefan8888 said:

Instead you can possibly(unsure if this would give you the effect you want) add the shade tag in your model, you would have to apply it in your model to each element declaration.

I already had the shade tags, still didn't work :(

 

 

On 8/18/2018 at 7:06 PM, V0idWa1k3r said:

Emissive quads are possible with a custom IBakedModel, a TESR isn't needed here. You would need to create and load a custom IBakedModel and generate a list of custom BakedQuads that have their lightmap data set to anything apart from 0, say 240 for full emission. An example can be found here

It took me a long time to figure it out, but I finally managed to get it to work with your method. :D

You were a huge help, thank you!

 

snapshot3.PNG.c4e80c7d35161a9363743bac36cde7e8.PNG

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On 8/21/2018 at 4:48 AM, oreo said:

I already had the shade tags, still didn't work :(

 

 

It took me a long time to figure it out, but I finally managed to get it to work with your method. :D

You were a huge help, thank you!

 

snapshot3.PNG.c4e80c7d35161a9363743bac36cde7e8.PNG

Can you please post your code or a GitHub link for people in the future with the same problem?

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