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Lycanite

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Everything posted by Lycanite

  1. Currently my mob models are in OBJ format. In 1.7.10 I used animate them by having each body part as a separate group (or part as they were called by the importer). I would animate each body part by looping through each group, I would translate and rotate using GL11 functions before rendering that group and moving onto the next. This was instead of just rendering the model as a whole. This also allowed me to hide certain groups when needed, fore example I could just show the head of a model for trophies, some mobs also have destructible parts such as shells. Is there a way to do this in 1.9 using the new OBJ Importer, I'm aware that B3D has animation support but it looks to me like it's for actual frame based animation which would mean I would have a lot of work on my hands due to having around 70 mobs to work on.
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  2. Minetest does look pretty interesting too. The only reason I suggested Terasology over it was because Terasology is built on Java where I think Minetest is C++ & Lua. It does have an established Modding API already though, it depends on the love of Java really, I know personally as a modder I'd rather stick with Java then swap to LUA, but it could be a valuable learning experience. Maybe even a brand new opensource engine built from scratch with all Forge mods in mind, though that could take a lot of time! Who knows!
  3. If MS do end up changing things to much or locking down modding, what about one of the opensource alternatives such as Terasology? They're all small at the moment and there's a lot of hate for MC clones but this is a none profit opensource version rather than a cheap rip of.
  4. This has likely been suggested before but I couldn't find a recent topic on it. I've recently started to add custom potion effects to my game and currently the only way to do this is by using reflection to recreate the Potion.potionsTypes array, making it larger to fit in custom potion types. Using an entity update event handler for potion behaviour is nice and clean though, it's mostly just that final array, even an arrayList with a method that updates the array when the list changes would be fantastic. A registry of some sort where custom potion effects can be added with a class of some sort that handles potion effect ticks would be ideal as using reflection like this can cause conflicts with other mods that work with potion effects too.
  5. I've got every part of my furnace working except for the fire and smoke particles. I've copied across the vanilla furnace randomDisplayTick method and changed it to match my custom furnace, but they just wont spawn. I added a print to one of the directions and its show random numbers as it should, also the tile entity isn't throwing a null exception so it can't be related to the world variable either as that is used to access the tile entity. Here's the method: And some of the random numbers that are continuously printed from case 2:
  6. My machine works a lot like the furnace so I'll update its progress only when the GUI is open or if it runs out of fuel and the block texture needs to change, thanks for help! Oh, what's the best way to go about receiving the packets. I've built a packet handler to receive my packets, but how should the handler update the specific tile entity. Should I send the: world, x, y ,z vars and get the tile entity to then send the updated info to that tile entity be best, or is there a more recommended way?
  7. I've started work on a custom furnace which I will later expand into other machines. Although I've already been able to make a new furnace, it still uses a lot of the vanilla furnace code. What I want to know is, will I need to pass packets around containing updates for the tile entity? If so, how often, should I send a packet from the server to the clients every time the itemBurnTime of my furnace changes?
  8. Ok I'll be using Tile Entities then, thanks for the info!
  9. I've just recently started to mess around with Forge and I've managed to get my own furnace going with a custom GUI, etc. Now I'm going to make a start on a new mod that will add a few machines, etc. My question is, should I use metadata or a tile entity to store the rotation of my furnace? I plan to add several furnace-like blocks and it would be nice if they could all share the same block id with different metadata per machine, like wool blocks. The problem is, I use metadata already to store the furnace's rotation and on/off state. (0-5 is each rotation then 6-11 is each rotation when burning) and metadata only goes from 0-15. Should I instead try to use tile entities/NBT to store the rotation and on/off state of my machines instead and use the metadata for different machines. I'd like this to work because the less block ids, the less conflicts, etc. But is this recommended?
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