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GooberGunter

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Everything posted by GooberGunter

  1. All im really looking for is a guide to how the buffer builder works. I’ve been looking at some sample code from other mods as well as checking some LWJGL tutorials, but I’m still unsure on how to use it.
  2. Yeah, no problem. I didn't even think to use a lambda expression Edit: I don't know why I didn't think of this before, but the texture was null
  3. White box? Don't think so, just the mob's shadow.
  4. Hey, so I'm trying out my custom mob, but it's not rendering on screen. I've narrowed it down to the model's render method not being called, but I can't figure out why not. To test that it isn't just my model, I set the model to the ModelPig class and am still getting the same results: RenderTest: ClientProxy:
  5. Specifically, I wanna use Wavefront .obj models for custom mobs. My goal is to get familiar with 3D rendering. All I really need to know is how 3D rendering is done. From what I’ve seen it looks like the tessellator just needs the vertices of the model for correct positioning and then the normals of the faces to render the shape of the model. I’m not sure if that’s how it works, but I haven’t checked out too much code yet. Is this right?
  6. Hey, I'm trying to add my own complex models to the game, but I'm not sure how to use the Tessellator, are there any good tutorials/guides/books available for me to read up on? Thanks
  7. Ugh, I don’t know why I didn’t think of using the tick event. I even have one ready to be used. I also need to do a lot more research on threads ?. Thanks a lot.
  8. Fantastic! ...how would I go about checking that the key is down and then looping the effect? Also the game freezes even after i let go
  9. Hey, I'm trying to loop a method that damages an entity 3 blocks in front of the player (which works) as long as the left mouse button is held down, but the game just runs the method way too quickly to the point that the game freezes, I tried to slow this down with a modulo operator as seen below, but it doesn't work. Thanks in advance! public static void onClick(MouseInputEvent e) { GameSettings gs = Minecraft.getMinecraft().gameSettings; EntityPlayer p = Util.getPlayerbyUUID(Minecraft.getMinecraft().player.getPersistentID()); if(p.getCapability(PMDataProvider.PDAT, null).getMMode()) { p.getCapability(PMDataProvider.PDAT, null).setLSpell(new SpellBase("test", MagickaType.ARCANE, SpellComponents.Telekinetic, 1)); while(gs.keyBindAttack.isKeyDown()) { if(Minecraft.getMinecraft().world.getWorldTime()%10==0) { p.getCapability(PMDataProvider.PDAT, null).getLSpell().activateSpell(p); Util.logger.info("Left Spell: "+p.getCapability(PMDataProvider.PDAT, null).getLSpell().getRegistryName()); } } if(gs.keyBindAttack.isPressed()) { KeyBinding.setKeyBindState(gs.keyBindAttack.getKeyCode(), false); } if(gs.keyBindUseItem.isPressed()) { KeyBinding.setKeyBindState(gs.keyBindUseItem.getKeyCode(), false); } } }
  10. Thanks guys, works great! I'll keep the other possible methods in mind just in case there are any future incompatibilities.
  11. Hey! I'm trying to implement a new "mode" for the player, where they press a button and the left and right mouse buttons no longer destroy/place blocks, but do other functions. I have everything set up except for a way to cancel the original destruction/placement events. Is there any way of doing this? Thanks.
  12. Hey there! I'm trying to figure out how to load a .obj file to an entity as well as add animations, but I'm a little confused on how I should approach this. Do I need to use a certain method within the ModelBakery class? And how would I apply the animations since .obj files are all vertices and normals? I was looking for tutorials but I'm not having any luck right now. EDIT: of course I find this right after posting, it looks like Forge doesn't have support for entities so I have to make an obj parser myself. I'm guessing this means I can safely watch some LWJGL tutorials and figure it out that way
  13. Hey, so I'm trying to change the GUI of a custom Container based on items inside the Tile Entity, but I can't really find a good way to tell the server how to find the tile entity the player is currently accessing. One approach I had was to use the look vector but that's giving me really weird problems. Is there a better way of finding a tile entity's BlockPos from the client side? Here's the GUI if you want to look at it: I'd rather not use the look vector if it isn't necessary. I have the feeling it's better to use vectors in motion rather than position
  14. OH, Ok. It’s been such a long time since I’ve heard of threads, but I just got it. I have a much better understanding of the two sides as well as the practicality of threads. Thanks a lot!
  15. Does the logical server on the physical client sync up with the physical server? This seems like a dumb question
  16. Actually, now that you mention it. If I have packets being sent from server to client. If the mod is being run on a physical server, are the packets being sent from the "logical server" on the physical client or if a dedicated server is detected, from the physical server to the physical client. I remember reading the forge documentation and it eluded to it but didn't give immense detail.
  17. Ok, that's what I thought. Thanks for clearing that up.
  18. Hey! I'm trying to figure out if I have this packet done right. Essentially, whenever my custom HUD is drawn on the screen, the client sends a request packet to the server, which replies with server information based on data within the chunk (capability). What I wanna know is if it will work on a server with multiple people, but I can't think of a way to test it. Theoretically, the values in the HUD class are only set when requested by the HUD class, but because the method and storage variable are static, I'm pretty sure it will set the storage variable to that data on every client. So I guess my question is, am I right about the value setting for all clients? More generalized: does every client have it's own instance of this gui class upon launch, meaning that static doesn't matter? Because if there are two clients, each with the jar file of this mod, then the fetched data from the packet (requested by one client) shouldn't set for both clients, right? I'm still a little unclear on the server/client relationship as well as multiple copies of the mod. Request Message Class and Message Handler Reply Message and Handler classes: Gui HUD class:
  19. Weird, I get the message: 'System editor can only open file base resources.' Probably something wrong with my setup
  20. I tried, but I still can't figure out how to access the json files. I tried via the forge reference libraries but they can't be opened, and then I tried to find them in .minecraft, but no luck there. Do you know, where I could find them? Edit: I think I might've found a way to access them by opening the version file in winrar Update: Yup "item": "minecraft:dye", "data": 4 Thanks, I've been trying to access vanilla assets for a while now
  21. Sorry, so is there a way to specify metadata in a json file?
  22. I've been looking to find how to make a crafting recipe with lapis lazuli and not the other dye, is this possible
  23. I had a feeling that was the problem, the tutorials I've seen for UV mapping haven't been the best for learning Of course, I'll keep it in mind next time, sorry about that, in fact, depending on the last time I updated my repository, the file might be there
  24. Yeah, here it is, also what's the easiest way to check normals, I've only been making models for about a week or two now. crystal.mtl Edit: I’ll recalculate the normals in a sec
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