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RobinCirex

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  1. Because I have to copy and paste the model file 15 times and rename it
  2. Okay. I have an item that does the same every time but in like 10 different colors and it' s kinda dumb to add each as a single item
  3. Hey, there used to be the method #setHasSubtypes in the Item class. Does anyone know how this works in the latest forge version?
  4. uh, basically, but without a resource pack. Someone requested from me to make a mod where he can change the textures of the mod in a config file?
  5. Hey, is it possible to use textures that are in e.g. the .minecraft folder for items? So that I could change the textures without having to change the code?
  6. Hey, I want to make monsters be able to break blocks that are in the way of their path. How would I detect those blocks? I've looked through all the AIs but didn't really find much. How would you guys recommend me to do it?
  7. Hey, I'm trying to make an animated player model using GeckoLib. For that, the player has to implement the interface "IAnimatable". How do I overwrite the player class so I can implement it? This is what I've tried package me.cirex.titans.entity; import com.mojang.authlib.GameProfile; import net.minecraft.entity.player.PlayerEntity; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; import software.bernie.geckolib3.core.IAnimatable; import software.bernie.geckolib3.core.manager.AnimationData; import software.bernie.geckolib3.core.manager.AnimationFactory; public class CustomPlayerEntity extends PlayerEntity implements IAnimatable { public CustomPlayerEntity(World p_i241920_1_, BlockPos p_i241920_2_, float p_i241920_3_, GameProfile p_i241920_4_) { super(p_i241920_1_, p_i241920_2_, p_i241920_3_, p_i241920_4_); System.out.println("Player was created"); } @Override public boolean isSpectator() { return false; } @Override public boolean isCreative() { return false; } @Override public void tick() { System.out.println("test"); super.tick(); } @Override public void registerControllers(AnimationData data) { } @Override public AnimationFactory getFactory() { return null; } } package me.cirex.titans.registry; import me.cirex.titans.entity.CustomPlayerEntity; import net.minecraft.entity.EntityClassification; import net.minecraft.entity.EntityType; import net.minecraftforge.event.RegistryEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; public class TitanRegistry { public static final EntityType<?> playerType = EntityType.Builder .<CustomPlayerEntity>create(EntityClassification.MISC).disableSerialization().disableSummoning() .size(0.6F, 1.8F).trackingRange(32).func_233608_b_(2).build("minecraft:player").setRegistryName("minecraft:player"); @SubscribeEvent public void onRegisterEntity(RegistryEvent.Register<EntityType<?>> event) { if(event.getName().getPath().equalsIgnoreCase("player")) { event.setCanceled(true); } event.getRegistry().register(playerType); } }
  8. Hey, I want to make a mod where the player transforms into a monster that has special abilities. I have the model, textures and animations (using geckolib) made and I wanted to ask you guys for an opinion: How would I go on about this? I'm thinking of 2 options: Either override the PlayerRenderer and add the special abilities to the player or make the player invisible and kind of make the monster follow him around constantly. What do you guys think?
  9. So, if I have spawneggs that are all supposed to use the same model, I have to copy it like 20 times?
  10. Hey, I'm trying to assign a custom model. I've looked at the documentary and it says that I have to use ModelLoader.setCustomModelResourceLocation, though that doesn't exist. Can anyone help?
  11. okay, how would I be doing it then? Just using a rect?
  12. Hey, I want to make a laser and I'm rendering a 3D line. However, I want to add a texture to it but I'm not quite sure how to do it. Can someone tell me what I have to put in the tex method? This is my code public void fillTex(Matrix4f matrix, Matrix4f matrix2) { BufferBuilder bufferbuilder = Tessellator.getInstance().getBuffer(); RenderSystem.enableBlend(); RenderSystem.enableTexture(); RenderSystem.defaultBlendFunc(); GL11.glLineWidth(5); Minecraft.getInstance().getTextureManager().bindTexture(laserTexture); bufferbuilder.begin(2, DefaultVertexFormats.POSITION_TEX); bufferbuilder.pos(matrix, (float) 0, (float) 0, (float) 0).tex(0, 0).endVertex(); bufferbuilder.pos(matrix2, (float) 0, (float) 0, (float) 0).tex(100, 100).endVertex(); bufferbuilder.finishDrawing(); WorldVertexBufferUploader.draw(bufferbuilder); RenderSystem.disableTexture(); RenderSystem.disableBlend(); }
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