
Abascus
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Everything posted by Abascus
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Thank you, it's perfectly working
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How exactly do I use it?
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How exactly do I use it?
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But the onBlockActivated method isn't called, whem you shift right click!
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But the onBlockActivated method isn't called, whem you shift right click!
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If you normaly right click on a Block, the method "onBlockActivated" gets called, but how can I do something if the block gets Shift-Right clicked? Thanks
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If you normaly right click on a Block, the method "onBlockActivated" gets called, but how can I do something if the block gets Shift-Right clicked? Thanks
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Thank you like 1 mio times!!!! now everything is working perfect
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Thank you like 1 mio times!!!! now everything is working perfect
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Is there any way to render the "Downloading Terrain" Screen diffrent? Thanks
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My ItemStack[] in my TileEntity = null after entering the world, only if I open my Container the ItemStack[] gets filled with data, but i want it to be loaded on world startup, cause the rendering of the block is diffrent when there are diffrent Items inside it Thanks
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My TileEntitySpecialRenderer should try to get the block from inside it and render it as an Half slep, it works, but some of the Blocks with diffrent Items inside get rendered with the same texture, why? public void renderTileEntityUniversalSlabAt(TileEntityUniversalSlab te, double par2a, double par3a, double par4a, float par5) { int par2 = (int)par2a; int par3 = (int)par3a; int par4 = (int)par4a; int i = MathHelper.floor_double(par2); int j = MathHelper.floor_double(par3 + 1.0D); int k = MathHelper.floor_double(par4); int l = (int)(par3 + 16.0F); int i1 = i - l; int j1 = j - l; int k1 = k - l; int l1 = i + l; int i2 = j + l; int j2 = k + l; byte b0 = 1; ChunkCache chunkcache = new ChunkCache(te.worldObj, i - b0, j - b0, k - b0, l + b0, i1 + b0, j1 + b0, b0); // BlockUniversalStair par1BlockStairs = te.blockUS; RenderBlocks globalRenderBlocks = new RenderBlocks(Minecraft.getMinecraft().theWorld); int l2 = UniversalStairs.instance.IdUniversalSlab; BlockUniversalSlab block = (BlockUniversalSlab) Block.blocksList[l2]; if (block != null) { if(te.getBlockId() != 0) { block.meta = te.getMetaId(); int id = te.getBlockId(); Block b = Block.blocksList[id]; block.theBlock = b; Block.lightValue[block.blockID] = Block.lightValue[block.theBlock.blockID]; } block.updateTick(te.worldObj, par2, par3, par4, new Random()); block.theBlock.updateTick(te.worldObj, par2, par3, par4, new Random()); int i3 = block.getRenderBlockPass(); int i4 = block.theBlock.getRenderBlockPass(); block.canRenderInPass(l1); block.theBlock.canRenderInPass(l1); int eeee = block.getRenderType(); if (eeee != -1) { globalRenderBlocks.setRenderBoundsFromBlock(block); globalRenderBlocks.renderStandardBlock(block, par2, par3, par4); } } }
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It's a block, which has it's own Item class, the Item can be equipped as armor and yes, I'm having an special rendering class for hat blocks. But anyway thank you
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But thats what I'm doing, and if I were them on my head, the terrain looks ok!
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There are some GL11 options called "Translatef" and "Rotatef" try playing around with them a bit!
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This mod adds a few Armor pices into the game, they are Renering perfectly, if you were them, but if you place them into the world this happens: Does anyone have any idea, what is exactly happening/how I can fix it? Thank you!
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Hi, i wana update my mods to 1.5, but i can't figure out, how to define the texture path in the new version, does anyone know, how to add a basic Item Texture to an Item in 1.5? Tank you
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It was an GL11 error, but now its perfectly working, im not sure what caused the error, but I changed the code back and it works, so its unnessesary
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The block renderer would work perfectly: http://www.minecraftforum.net/topic/1689682-awesome-armor-mod-147/ my mod uses just some normal block renderers.
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but you could make an custom Block renderer for the armor, it would render correct
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http://www.minecraftforge.net/forum/index.php/topic,5719.0.html you could use that to