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ChampionAsh5357

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Everything posted by ChampionAsh5357

  1. There is no error in what you provided. Please provide the full crash report. Subsequently, if it is an issue with Aternos, please contact wherever they provide support.
  2. We do not support MCreator, please ask wherever they provide their support.
  3. First, we only accept posts in English. Second, you'll probably need to run Jarfix as your file associations may be wrong.
  4. No, both of them drop items as far as I could tell when testing.
  5. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  6. Try invalidating your caches through your IDE or cleaning them through gradle and then try again.
  7. Assuming the artifact is correct, you should probably invalidate your caches as it seems to be having trouble when performing the transformation to the mapped version.
  8. Works fine with no logic issues. Best I can see while debugging is that the villagers may stop a bit too far away to actually exchange items.
  9. That's not a question and that is not true. The EntityModelSet is responsible for holding the baked models (whether from code or json (which is not possible without a mod)) for a given model layer location which can be registered via`EntityRenderersEvent$RegisterLayerDefinitions#registerLayerDefinition` on the forge event bus. As for the Model, it just represents what the state of the parts that are baked when rendering. That's just a badly constructed model. In general, the way to add to an existing humanoid model is to create a root which has the same offset as the humanoid model part. From there, you add children to that model part as then the transformations are properly mapped. Please provide the code for your model rather than just telling me it doesn't work.
  10. Could you provide the debug.log when someone is trying to connect to the server? If the servers aren't reachable, you may not have the correct configuration or that whoever is joining is not currently logged into an account.
  11. So, you tried to download Forge from the official website first and install the client? Could you provide the full error when trying to run install client through that?
  12. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  13. If you don't have the necessary connection speed to download the libraries, then you should find a place where you can. As for an error, please provide the error message. Additionally, we are an English only forum, so use English in your posts, even if a translator is necessary.
  14. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  15. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
  16. This just sounds like the inventory of the mobs are full and not any issue with the actual game itself.
  17. The properties of a RenderType are stored in a `RenderStateShard` which handles startup and teardown of a particular option (e.g. `RenderStateShard$DepthTestStateShard` handles depth test logic). Based on what I gather in Minecraft, entity outlines are written to a separate render target which contains the same data as what is being drawn for the entity. From there, the render target applies an entity_outline program which uses the sobel vertex shader and the entity_sobel fragment shader. The fragment shader is responsible for detecting the edge of the texture and writing it to the fragment color to render around the entity. From there, it just applies it to the render target, adds a blur, and then renders it to the screen. Since the depth test is always and it is rendered almost last, you'll be able to see it in front of everything. Since most of this can be reused, you probably can just change the depth test when rendering the outline buffer in a similar fashion since it's purely just how does it render on the screen. If you don't understand shaders in opengl, however, I recommend learning about them first and see if you can backtrace what I have.
  18. Not really since looking at the source, there is no change made to the classes in relation to villagers trading with each other, hence my confusion. I can attempt to replicate the result, but I don't believe it'll reveal anything fruitful.
  19. Would you mind providing a step-by-step replication case then? It's quite difficult to understand the issue without seeing it. I think I understand the core of it, but it would be helpful if I had something to see your exact issue.
  20. It would probably be better to write a composite render type similar to how the normal outline does it, except this time change the depth test such that instead of applying always, it applies whenever the depth of the output rendering to the screen is greater than the depth of the villager in space. I'm unsure on how this would be put into practice, but you may need to create a new shard. You can take a look at how the outline render type works and essentially replace it with your own.
  21. There's not really much you can do here. You can attempt to get the layers from the original player renderer and try to transform them to apply it on your own. Otherwise, you'll just have to live with that canceling rendering will break visual compats.
  22. Change the entity texture. You could attempt to change it using RenderSystem#setShaderColor, though you will have to be careful and make sure you set and then unset it after rendering for the specific entity is done in the RenderLivingEvent$Pre and $Post.
  23. First, of course they don't. Those are set by the game itself when trying to render the humanoid model, so they'll be set to the correct values afterward. If you wanted to do offsets, you should create something that builds off the main armor model. Secondly, that is not how you create a model. The model should only be constructed once and should be baked from the EntityModelSet. Then, you should pass in the model into the method itself.
  24. Okay? What do you know how to do already and what do you need help with? If you haven't started, I suggest giving it a try first and then asking for help afterward.
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