Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, meta, ModelResourceLocation)
This is becoming outdated and is now becoming taken over by a new method of rendering. We are going to create a class that will handle our rendering and registering. So let's create a class called RegisterUtil in a package dubbed util with the following contents.
We create a static void method that we will pass in the preinitialization event into (and I will show you why in a bit) and we create two private static void methods with the events needed as arguments as well as Block and Item as varargs. If you don't know what a vararg is, allow me to explain it to you briefly.
A vararg is simply an array of arguments that are dynamic, so you can have as many passed in as you want. You can either have none passed in, or you can have 100 passed in, as long as the variable that is passed in is of the same type. We can utilize this feature of Java to implement DRY (Don't Repeat Yourself).
First we are going to create the block registry and rendering method before the item method, because we should do the more complicated one just to get it out of the way.
First, we have to create a foreach loop, which is a for loop that creates a new instance of an object and initializes it to an index of an array of the same type.
Now we need to create an ItemBlock for this new block instance. This new ItemBlock must be a constant so that it doesn't get changed in some way (just to be safe).
Now we need to register the block and itemblock. When we initialize the block before registering it (later on) we give it a registry name. That same registry name is going to be passed onto our itemblock. The itemblock is simply the block as an item in the inventory, using the item json model. Before we register these two, we need to make sure that we are not registering it on the server side, and only on the client side. This is why the FMLPreInitializationEvent argument was given as a parameter so that we can check for the client side. If we are on the client side, and not the server side then we can proceed with registering the block and item block.
So what is the "client side" and "server side" you may ask? Well, to put it simply, there is two different clients and two different servers. There's the physical and logical client and server. The physical client is the actual game that you actually play from the launcher. The physical server is the server you connect to when you wanna play with your friends. So running the minecraft_server.jar is known as the dedicated server, or the physical server. Then there is the logical server and the logical client. The logical client is what processes input and sends that input to the logical server. The logical server is what serves the game's logic, such as mob AI, world generation, weather, health, and other game mechanics. When we test for the client, we are testing for the logical sides. We are registering everything on the logical client and rendering on the logical server.
Now that we got that out of the way, we can definitely start rendering. Within this conditional, after the block and itemblock registry, we add our model registry. (Thanks to draco18s for fixing this! This would have caused some issued one the dedicated server!)
You don't have to format it the way that I did, you can put it all on one line, I had to do it this way in order to make the image fit. It's the same method as before, essentially, just called differently. No need to explain anything here. You can go to my previous tutorial on items if you want to view the explanation on it. Now we can move onto items, which is the same process but a bit shorter, but with items instead, and without itemblocks.
For testing purposes, we can added a logger at every step of this "util".
We are logging the unlocalized names of the blocks that are being registered to the console so that we can easily debug where we went wrong with something. And it's nice to know that our code is working well. Now it's time to make some blocks and items.
We are going to want to make a couple of classes in a packages dubbed init and called them Blocks and Items. In there, we will initialize our blocks and items. Then, in our RegistryUtil, we will register and render our blocks and items.
Before we continue, we need to call our registerAll(event) method in our CommonProxy#preInit(event) method, and pass in the event argument as the parameter, and we are good to go to the next tutorial.
So, the registerAll method is supposed to do nothing?
ReplyDeleteLol no, I was hoping that you would put 2-and-2 together. You use registerAll(event) to register using the methods we created. We call registerAll(event) in our proxy and that method is going to hold all of the registries. I recommend that you move on to the next tutorial which will show you an overview of creating blocks and items and registering them using registerAll(event)
DeleteHow do you call the registerAll(event) method in the CommonProxy#preInit(event) method and pass in the event argument as the parameter? Thank you in advance!
ReplyDeleteIn the CommonProxy class, inside the preInit method, type "RegisterUtil.registerAll();" and then import com.name.tut.util.RegisterUtil;
DeleteI did that before, but it keeps saying
DeleteregisterAll (FMLPreInitializationEvent) in RegisterUtility cannot be applied
to (). What should I do about this?
Add in the event handler parameter if you haven't done it yet.
DeleteI assume this hasn't been updated for 1.12 then? As GameRegistry.Register is now private (for some reason I can't fathom).
ReplyDeleteYeah no sorry it's strictly 1.11.2, but I haven't found the time to update to 1.12 yet.
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DeleteIt says that the GameRegistry.register() method is not visible. Is there anything I'm doing wrong (my version is 1.11).
ReplyDeletehaving the same problem too
Delete