Hi. I am creating a bullet for my guns but it renders as a white cube.
I am not adding all of the code in DayZ_Base because it has code that you guys should not see.
DayZ_Base
public static final Item Bullet = new Item(3001).setItemName("Bullet");
public void DayZload(FMLInitializationEvent event)
{
EntityRegistry.registerModEntity(DayZ_EntityBullet.class, "Bullet", 1, this, 250, 5, true);
ModLoader.registerEntityID(DayZ_EntityBullet.class, "Bullet", 97);
EntityRegistry.registerGlobalEntityID(DayZ_EntityBullet.class, "Bullet", 219);
Bullet.setIconIndex(ModLoader.addOverride("/gui/items.png" , "/DayZ/bullet.png"));
}
public void addRenderer(Map map)
{
map.put(DayZ_EntityBullet.class, new RenderSnowball(Bullet.iconIndex));
}
public Entity spawnEntity(int var1, World var2, double var3, double var5, double var7)
{
switch (var1)
{
case 97:
return new DayZ_EntityBullet(var2, var3, var5, var7);
default:
return null;
}
}
public Packet23VehicleSpawn getSpawnPacket(Entity var1, int var2)
{
return var1 instanceof DayZ_EntityBullet ? new Packet23VehicleSpawn(var1, var2) : null;
}
DayZ_RenderBullet
package net.minecraft.src;
import cpw.mods.fml.common.Side;
import cpw.mods.fml.common.asm.SideOnly;
import org.lwjgl.opengl.GL11;
import org.lwjgl.opengl.GL12;
@SideOnly(Side.CLIENT)
public class DayZ_RenderBullet extends Render
{
private int itemIconIndex;
public DayZ_RenderBullet(int par1) {
itemIconIndex = par1;
}
public void renderBullet(DayZ_EntityBullet par1EntityBullet, double par2, double par4, double par6, float par8, float par9)
{
loadTexture("/DayZ/bullet.png");
GL11.glPushMatrix();
GL11.glTranslatef((float)par2, (float)par4, (float)par6);
GL11.glRotatef(par1EntityBullet.prevRotationYaw + (par1EntityBullet.rotationYaw - par1EntityBullet.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(par1EntityBullet.prevRotationPitch + (par1EntityBullet.rotationPitch - par1EntityBullet.prevRotationPitch) * par9, 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();
}
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that.
*/
public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9)
{
this.renderBullet((DayZ_EntityBullet)par1Entity, par2, par4, par6, par8, par9);
}
}
This seems to be a recurring problem with ModLoader's entity trackers; I'm sure there's a fix, but I haven't found it yet. I'll look around and see if I can find something for you.
I am not adding all of the code in DayZ_Base because it has code that you guys should not see.
DayZ_Base
DayZ_RenderBullet
DayZ_EntityBullet
Yeah http://www.minecraftforum.net/topic/1304383-sspsmp-minecraft-dayz-mod/
That server is less modern then what you're going for, but it might be helpful
Yes I have, I am creating a mod so, Do you know the answer to this error?