Merge pull request #157 from ganymedes01/master
Changed the life essence/blood textures so they look more like blood
This commit is contained in:
commit
d23d90918d
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@ -1,22 +1,28 @@
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package WayofTime.alchemicalWizardry.common.renderer.model;
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import WayofTime.alchemicalWizardry.common.tileEntity.TEAltar;
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import cpw.mods.fml.client.FMLClientHandler;
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import net.minecraft.client.model.ModelBase;
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import net.minecraft.client.renderer.Tessellator;
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import net.minecraft.client.renderer.texture.TextureMap;
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import net.minecraft.util.IIcon;
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import net.minecraft.util.ResourceLocation;
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import net.minecraftforge.client.model.AdvancedModelLoader;
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import net.minecraftforge.client.model.IModelCustom;
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import org.lwjgl.opengl.GL11;
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import WayofTime.alchemicalWizardry.AlchemicalWizardry;
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import WayofTime.alchemicalWizardry.common.tileEntity.TEAltar;
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import cpw.mods.fml.client.FMLClientHandler;
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public class ModelBloodAltar extends ModelBase
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{
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private static final ResourceLocation altar_texture = new ResourceLocation("alchemicalwizardry:textures/models/altar.png");
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private IModelCustom modelBloodAltar;
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private IModelCustom modelBloodLevel; //TODO
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public ModelBloodAltar()
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{
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modelBloodAltar = AdvancedModelLoader.loadModel(new ResourceLocation("alchemicalwizardry:models/bloodaltar-fixeUV.obj"));
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modelBloodLevel = AdvancedModelLoader.loadModel(new ResourceLocation("alchemicalwizardry:models/bloodlevel.obj"));
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}
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public void renderBloodAltar()
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@ -24,11 +30,6 @@ public class ModelBloodAltar extends ModelBase
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modelBloodAltar.renderAll();
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}
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public void renderBloodLevel()
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{
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modelBloodLevel.renderAll();
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}
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public void renderBloodAltar(TEAltar altar, double x, double y, double z)
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{
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float scale = 0.1f;
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@ -39,9 +40,7 @@ public class ModelBloodAltar extends ModelBase
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// Scale our object to about half-size in all directions (the OBJ file is a little large)
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GL11.glScalef(scale, scale, scale);
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// Bind the texture, so that OpenGL properly textures our block.
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ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/altar.png");
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//FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/alchemicalwizardry/textures/models/altar.png");
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FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
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FMLClientHandler.instance().getClient().renderEngine.bindTexture(altar_texture);
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// Render the object, using modelTutBox.renderAll();
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this.renderBloodAltar();
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// Pop this matrix from the stack.
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@ -50,21 +49,29 @@ public class ModelBloodAltar extends ModelBase
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public void renderBloodLevel(TEAltar altar, double x, double y, double z)
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{
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float scale = 0.1f;
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// Push a blank matrix onto the stack
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GL11.glPushMatrix();
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float level = altar.getFluidAmount();
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// Move the object into the correct position on the block (because the OBJ's origin is the center of the object)
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GL11.glTranslatef((float) x + 0.5f, (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z + 0.5f);
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// Scale our object to about half-size in all directions (the OBJ file is a little large)
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GL11.glScalef(scale, scale, scale);
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// Bind the texture, so that OpenGL properly textures our block.
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ResourceLocation test = new ResourceLocation("alchemicalwizardry:textures/models/blood.png");
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//FMLClientHandler.instance().getClient().renderEngine.bindTexture("/mods/alchemicalwizardry/textures/models/altar.png");
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FMLClientHandler.instance().getClient().renderEngine.bindTexture(test);
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// Render the object, using modelTutBox.renderAll();
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this.renderBloodLevel();
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// Pop this matrix from the stack.
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GL11.glTranslatef((float) x , (float) y + 0.6499f + 0.12f * (level / altar.getCapacity()), (float) z);
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FMLClientHandler.instance().getClient().renderEngine.bindTexture(TextureMap.locationBlocksTexture);
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renderBloodLevel(AlchemicalWizardry.lifeEssenceFluid.getStillIcon());
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GL11.glPopMatrix();
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}
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}
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public void renderBloodLevel(IIcon icon)
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{
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Tessellator tessellator = Tessellator.instance;
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double minU = (double) icon.getInterpolatedU(0);
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double maxU = (double) icon.getInterpolatedU(16);
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double minV = (double) icon.getInterpolatedV(0);
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double maxV = (double) icon.getInterpolatedV(16);
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tessellator.startDrawingQuads();
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tessellator.setNormal(0, 1, 0);
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tessellator.addVertexWithUV(1, 0, 1, maxU, maxV);
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tessellator.addVertexWithUV(1, 0, 0, maxU, minV);
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tessellator.addVertexWithUV(0, 0, 0, minU, minV);
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tessellator.addVertexWithUV(0, 0, 1, minU, maxV);
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tessellator.draw();
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}
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}
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@ -1,64 +0,0 @@
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# 3ds Max Wavefront OBJ Exporter v0.97b - (c)2007 guruware
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# File Created: 07.08.2013 20:12:01
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mtllib bloodlevel.mtl
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#
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# object headusOBJexport001
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#
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v -1.2846 0.0000 2.0630
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v -1.2890 0.0000 -2.0628
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v -2.0627 0.0000 -1.2993
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v -2.0628 0.0000 1.2848
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v 1.2845 0.0000 2.0630
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v -1.7911 0.0000 3.2857
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v 1.7911 0.0000 3.2857
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v 2.0628 0.0000 1.2848
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v 3.2856 0.0000 1.7912
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v 2.0628 0.0000 -1.2845
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v 3.2856 0.0000 -1.7910
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v 1.2846 0.0000 -2.0627
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v 1.7911 0.0000 -3.2855
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v -1.7907 0.0000 -3.2857
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v -3.2854 0.0000 -1.8107
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v -3.2856 0.0000 1.7912
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# 16 vertices
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vn 0.0000 1.0000 -0.0000
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# 1 vertex normals
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vt 0.3045 0.1861 0.0000
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vt 0.3038 0.8139 0.0000
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vt 0.1861 0.6977 0.0000
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vt 0.1861 0.3045 0.0000
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vt 0.6955 0.1861 0.0000
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vt 0.2274 -0.0000 0.0000
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vt 0.7726 -0.0000 0.0000
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vt 0.8139 0.3045 0.0000
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vt 1.0000 0.2274 0.0000
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vt 0.8139 0.6955 0.0000
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vt 1.0000 0.7725 0.0000
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vt 0.6955 0.8139 0.0000
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vt 0.7726 1.0000 0.0000
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vt 0.2275 1.0000 0.0000
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vt 0.0000 0.7755 0.0000
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vt 0.0000 0.2274 0.0000
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# 16 texture coords
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g headusOBJexport001
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usemtl Material__46
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s 1
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f 1/1/1 2/2/1 3/3/1 4/4/1
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f 5/5/1 1/1/1 6/6/1 7/7/1
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f 8/8/1 5/5/1 7/7/1 9/9/1
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f 10/10/1 8/8/1 9/9/1 11/11/1
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f 12/12/1 10/10/1 11/11/1 13/13/1
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f 2/2/1 12/12/1 13/13/1 14/14/1
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f 3/3/1 2/2/1 14/14/1 15/15/1
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f 4/4/1 3/3/1 15/15/1 16/16/1
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f 1/1/1 4/4/1 16/16/1 6/6/1
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f 12/12/1 5/5/1 8/8/1 10/10/1
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f 5/5/1 12/12/1 2/2/1 1/1/1
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# 11 polygons
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{
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"animation": {
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"frametime": 3
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}
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}
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{
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"animation": {
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"frametime": 2,
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"frames": [
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]
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}
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}
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Before Width: | Height: | Size: 576 B |
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