Items are now rendered as models rather than texture layers, so those methods don't have direct counterparts. What are you trying to achieve?
The builtin/generated model is used to create a simple flat item model from multiple textures. In 1.9+, your simple item models should extend item/generated, which extends builtin/generated and specifies the default display transformations.
There are also models like item/handheld that extend item/generated and re-define some display transformations to change how the model is displayed (item/handheld is used for tools).
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Items are now rendered as models rather than texture layers, so those methods don't have direct counterparts. What are you trying to achieve?
The builtin/generated model is used to create a simple flat item model from multiple textures. In 1.9+, your simple item models should extend item/generated, which extends builtin/generated and specifies the default display transformations.
There are also models like item/handheld that extend item/generated and re-define some display transformations to change how the model is displayed (item/handheld is used for tools).
I'm using it to render a texture layer on a model, like when the player interacts with the entity with an item it places a layer ontop of the current texture
I'm using it to render a texture layer on a model, like when the player interacts with the entity with an item it places a layer ontop of the current texture
How dynamic is this layer? Is it always the same texture? Is it always a single layer, or can there be multiple layers? Where in the ItemStack are you storing the value that controls the presence of the layer?
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Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
How dynamic is this layer? Is it always the same texture? Is it always a single layer, or can there be multiple layers? Where in the ItemStack are you storing the value that controls the presence of the layer?
It's always the same texture but it's supposed to be colored using the item dye and fleeceColorTable
It's always the same texture but it's supposed to be colored using the item dye and fleeceColorTable
Then just create another model that includes that texture and register an IItemColor to colour it at runtime. How you tell Minecraft to use this model depends on where you're storing the value that controls the presence of the layer.
would you like the code for the Render class?
That may help me understand what you're trying to do.
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Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Then just create another model that includes that texture and register an IItemColor to colour it at runtime. How you tell Minecraft to use this model depends on where you're storing the value that controls the presence of the layer.
That may help me understand what you're trying to do.
https://pastebin.com/2M0Gc7nv
I don't know if I should have used comments to explain everything because I know you most likely know what's what
How it works is the player uses an item which uses dye metadata and right clicks the mob, the mob then gains a layer texture over the current with a GL colored texture
I thought you were talking about item models, not entity models.
For entity models, render passes were replaced by the LayerRenderer system. Look at RenderSheep/LayerSheepWool, RenderWolf/LayerWolfCollar and RenderCreeper/LayerCreeperCharge for some examples of conditional overlays.
Rollback Post to RevisionRollBack
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I thought you were talking about item models, not entity models.
For entity models, render passes were replaced by the LayerRenderer system. Look at RenderSheep/LayerSheepWool, RenderWolf/LayerWolfCollar and RenderCreeper/LayerCreeperCharge for some examples of conditional overlays.
Thank you so much! this is a lot more help than I was expecting!
one more thing... where is this initialed? or is it only called by RenderWolf ?
again I couldn't thank you enough! I'm very greatful! <3
Thank you so much! this is a lot more help than I was expecting!
one more thing... where is this initialed? or is it only called by RenderWolf ?
again I couldn't thank you enough! I'm very greatful! <3
The constructor of each Render class instantiates any of the LayerRenderers that it needs and adds them using RenderLivingBase#addLayer.
Each of the LayerRenderer classes mentioned in my previous post are only used by the preceding Render class (LayerWolfCollar is only used by RenderWolf, etc.).
Rollback Post to RevisionRollBack
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
What did inheritRenderPass, setRenderPassModel(renderPass) and shouldRenderPass() change to?
I've been looking everywhere and experimenting and can't seem to get any results... does anyone have a clue about this?
- snubmansters.com
Items are now rendered as models rather than texture layers, so those methods don't have direct counterparts. What are you trying to achieve?
The builtin/generated model is used to create a simple flat item model from multiple textures. In 1.9+, your simple item models should extend item/generated, which extends builtin/generated and specifies the default display transformations.
There are also models like item/handheld that extend item/generated and re-define some display transformations to change how the model is displayed (item/handheld is used for tools).
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
I'm using it to render a texture layer on a model, like when the player interacts with the entity with an item it places a layer ontop of the current texture
- snubmansters.com
How dynamic is this layer? Is it always the same texture? Is it always a single layer, or can there be multiple layers? Where in the ItemStack are you storing the value that controls the presence of the layer?
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
It's always the same texture but it's supposed to be colored using the item dye and fleeceColorTable
would you like the code for the Render class?
- snubmansters.com
Then just create another model that includes that texture and register an IItemColor to colour it at runtime. How you tell Minecraft to use this model depends on where you're storing the value that controls the presence of the layer.
That may help me understand what you're trying to do.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
https://pastebin.com/2M0Gc7nv
I don't know if I should have used comments to explain everything because I know you most likely know what's what
How it works is the player uses an item which uses dye metadata and right clicks the mob, the mob then gains a layer texture over the current with a GL colored texture
- snubmansters.com
I thought you were talking about item models, not entity models.
For entity models, render passes were replaced by the LayerRenderer system. Look at RenderSheep/LayerSheepWool, RenderWolf/LayerWolfCollar and RenderCreeper/LayerCreeperCharge for some examples of conditional overlays.
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Thank you so much! this is a lot more help than I was expecting!
one more thing... where is this initialed? or is it only called by RenderWolf ?
again I couldn't thank you enough! I'm very greatful! <3
- snubmansters.com
The constructor of each Render class instantiates any of the LayerRenderers that it needs and adds them using RenderLivingBase#addLayer.
Each of the LayerRenderer classes mentioned in my previous post are only used by the preceding Render class (LayerWolfCollar is only used by RenderWolf, etc.).
Chisel Facades: For all your decorative pipe-hiding needs.
Please don't PM me to ask for help or to join your mod development team. Asking your question in a public thread preserves it for people who are having the same problem in the future. I'm not interested in developing mods with people.
Thank you very much! Solved!
this worked like a charm! for future post readers the function works the exact same it's just called from a different class ---> as Choonster said! <3
- snubmansters.com