Everything posted by SaltStation
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Turn on render under a block
Minecraft thinks your block is not see-through and doesn't bother to render the surrounding blocks. To change this you have to tell minecraft your block is not opaque. Just add this method: public boolean isOpaqueCube(IBlockState state) { return false; }
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[Solved][1.12.2] Custom Particle Texture problem
Hello everyone. I want to make a custom particle with a custom texture. To get the TextureAtlasSprite I want I have used an EventSubscriber to get the TextureStitchEvent.Pre and saved the AtlasSprite in my particle class: @Mod.EventBusSubscriber(Side.CLIENT) public class PartikelHandeler { @SubscribeEvent public void registerSprite(TextureStitchEvent.Pre event){ System.out.println("stitch event+-+-+-+-+-+-++-+-+-++-+-+-+-+-+-+-+-+-++-+-+-+-++-+-+-+-+--++-+--++-+-+-+-+-+-+-+-++-+-++-+-+-+-"); //CustomFire.test = event; CustomFire.test2 = event.getMap().registerSprite(new ResourceLocation("mod:particles/ember1")); } } this.setParticleTexture(test2); The problem I have is instead of my custom texture the standard lava texture is loaded. I suspect, that I made getting the event and the lava texture is just the default in this case. Thanks in advance.
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[1.12.2] Getting a TextureAtlasSprite object
I think I am doing something wrong. I subscribed to the EventBus in my class and tryed to get the AtlasSprite with this method: @SubscribeEvent public TextureAtlasSprite registerSprite(ResourceLocation location){ return TextureMap.registerSprite(location); } But .registerSprite is still used in a static context.
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[1.12.2] Getting a TextureAtlasSprite object
This might be a bit frustrating, but I dont know how to get to the TextureMap after I have subscribed to the EventBus.
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[1.12.2] Getting a TextureAtlasSprite object
Ok my compiler tells me I cannot use .registerSprite(LOCATION) in a static context.
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[1.12.2] Getting a TextureAtlasSprite object
Ok I still dont know how use the TextureStitchEvent.Pre how do you use it properly?
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[1.12.2] Getting a TextureAtlasSprite object
If this is not the proper way to get a TextureAtlasSprite, do you know how to get one pointing at a custom location.
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[1.12.2] Getting a TextureAtlasSprite object
Hello everyone. I have been trying to set a custom texture for my particle, but I don't know how to get the TextureAtlasSprite required for setParticleTexture(). After some research I read that TextureMap.registerSprite() is supposed to return a TextureAtlasSprite but you have to use it in a TextureStitchEvent.Pre. Dose anyone know how this works or if there is a different way to get a TextureAtlasSprite Object? Thanks in advance.
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Surrounding blocks not rendering properly
OK thanks!
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Surrounding blocks not rendering properly
Thank you for being patient with me. I finally found isOpaqueCube after using a better search program and it seams to work fine. Should I be worried about it being Depricated though?
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Surrounding blocks not rendering properly
1.12
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Surrounding blocks not rendering properly
Does not exist in super.
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Surrounding blocks not rendering properly
I read about that but my Compiler tells me isOpaqueCube does not exist in my super. So it did not work. Can you send me the code to return false?
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Surrounding blocks not rendering properly
Hello everyone, I have been making a block with a custom model and have run into a problem. Surrounding blocks become see-throu like an x-ray effect. I have read a forum post that this might be caused by wrongly set Opacity, but the method which is supposed to be overwritten no longer exists. Thank you in advance.
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How to make a block drop different items with different amount
Thank you detDrops works just fine. I must have overlooked it earlyer.
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How to make a block drop different items with different amount
1.12
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How to make a block drop different items with different amount
Hello everyone. I have been working on an ore which is supposed to have a chance of dropping additional items with varying amount. I found a method wich seams to be depricated and does not work any more. @Deprecated public ArrayList<ItemStack> onBlockDestroyedByPlayer(World world, int x, int y, int z, int metadata, int fortune){ ArrayList<ItemStack> drops = new ArrayList<ItemStack>(); drops.add(new ItemStack(Items.COAL, world.rand.nextInt(100) + 1)); drops.add(new ItemStack(Items.APPLE, world.rand.nextInt(10) + 1)); if (world.rand.nextFloat() < 0.5F) drops.add(new ItemStack(Items.DIAMOND)); return drops; } Are there any similar methods or did I make some stupid mistake? Thank you in advance.
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