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Showing content with the highest reputation on 09/27/18 in all areas

  1. Heres my PR if anyone's interested https://github.com/MinecraftForge/MinecraftForge/pull/5166 And here's my repository where I will be implementing MarchingCubes https://github.com/Cadiboo/MinecraftForge/tree/RenderHooksMarchingCubes Here are a couple screenshots of whats possible with my hooks (there are more on the PR)
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  2. SORRY FOR NECROING AN OLD THREAD! If anyone wants examples of how to use DefaultVertexFormats.BLOCK look at net.minecraft.client.renderer.BlockFluidRenderer or If anyone wants examples of how to use DefaultVertexFormats.POSITION_TEX look at net.minecraft.client.renderer.ItemRenderer or RenderTileEntityAlchemicArray.java If anyone wants examples of how to use DefaultVertexFormats.POSITION_TEX_COLOR look at net.minecraft.client.renderer.RenderGlobal or ClientUtil.java Examples for everything except block are pretty easy to find with your IDE's search
    1 point
  3. Yeah, after reading the end credits about ascending to another level of reality or whatever you “die”. Is the rest of your gameplay after this the “afterlife”? Did Mojang intend to add something else after you leave the end but didn’t get around to it? It would be interesting to know why you die and don’t just change dimension. For all that fanciful-ness I think it’s probably just to make you spawn back at your spawn point, rather than near the end portal.
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  4. Its a library, you can use it like a normal library. However you SHOULDN'T use it in Minecraft because it is already in Minecraft. Once 1.13 Forge gets released you'll have Brigadier at your disposal. You can take a look at how Forge uses it here: https://github.com/MinecraftForge/MinecraftForge/tree/1.13-pre/src/main/java/net/minecraftforge/server/command
    1 point
  5. For those who are wondering why, the problem is shifting right does not always produce the same results as dividing by 2. Since right shifting rounds toward negative infinity and integer division rounds to zero, some values (like -1 in two's complement) will just not work as expected when divided.
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  6. I don't think the OP wants to render fluids since they mentioned that they need the sprite for the average color to draw on a minimap. My solution would be to get the fluid associated with the block if it has one. If the block is LAVA or WATER then default to FluidRegistry.WATER/LAVA respectively, otherwise check if the block is an instance of IFluidBlock and use IFluidBlock#getFluid to obtain the fluid. Then once you know the fluid you can querry the sprite name using Fluid#getStill/getFlowing. Lastly you can now use TextureMap#getAtlasSprite to get the actual sprite(like I do here). You can even get the fluid's color from the fluid by using Fluid#getColor.
    1 point
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