Hello everybody,
I found this video on the internet:
The modeler they are using seems to be a bit like techne but it supports keyframes and looks like it has a lot more functions. But after several hours of searching through the internet I couldn't find it. Maybe somebody of you knows where it comes from and where to download it.
It would be really nice if somebody would know about this.
Busti
http://i1293.photobucket.com/albums/b582/Moritz_Bust/Banner_1_zps2fb03015.png[/img]
http://i1293.photobucket.com/albums/b582/Moritz_Bust/2013-07-02_223321_zpsa52c18a9.png[/img]
Technica features XP in Pipes and various other Technical gadgets.
Have a Look at it right here:
http://www.minecraftforum.net/topic/1830948-164downloadtechnica-experience-in-pipes/
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Hello,
I want to render a 1024x1024 gui texture. But when I try to scale it down with openGl the whole menu is resized and the texture stays the same.
How can I resize just the gui Texture?
Busti
There is also a metadata sensitive one which returns an ItemStack array
public ArrayList<ItemStack> getBlockDropped(World world, int x, int y, int z, int metadata, int fortune)
But now I do... Stupid me
@ForgeSubscribe
public void onEntityPickup(EntityItemPickupEvent event) {
if (event.item.getEntityItem().itemID == Registration.item_Glowstick.itemID)
event.setCanceled(true);
}
if(event.entity instanceof EntityOreSpider)
{
EntityOreSpider entity = event.entity;
if (entity.getEntity().spiderType() == "diamond")
{
and so on...
May be wrong since i cant figure out what your getEntity() method does.
It should be. Bust its block initialisation is not updated yet. Don't copy that your textures won't work anymore.
The configuration.class just creates a Config file and gives you its values as variables.
Thanks that worked.
The FMP Tutorial might take a while because I am waiting for forge 1.7 to come out so I won't have write a new one right after I made the first.
But here is a tip: FMP Parts are not blocks. They are individual types and you don't need a Tileentity or a block. If you want to make parts for a Pipe like I did have a look at the ProjectRed expansion parts. They are recreating pneumatic tubes there. You have to register the Parts you created in your Proxy.
https://github.com/MrTJP/ProjectRed/tree/master/common/mrtjp/projectred/expansion
Like this random colored skin?
http://cdn2.planetminecraft.com/files/resource_media/preview/MyBatman_minecraft_skin-4514342.jpg[/img]
or do you want to have a collection of different textures...
Than you would have to write a randomizer which would choose a Texture index when the Entity first spawns, store that value in an nbt tag and pass it to the renderer which would get a specific texture based on the texture name and the value....
this.bindTexture(new ResourceLocation("modname:textures/models/TextureName"+entity.value+".png"));
If you want the colors to be completely random or create randomized texture patterns you will have to write your own texture creation and registering system and also manage to get these send from the server to the individual players.
This
the bounding box of the pipe is created when you are looking at the pipe and it is stored in the block globally (There is no way to create individual render bounds) but when you looked at another pipe bounding box it may become smaller than some rendered pipe bounding boxes.
http://gsm2015.ru/img-new/2012/1359094_c_1_you_dont_say_face_reasonably_small.png[/img]
Is there another way... (the bounding box must be smaller than the model)
Hello,
when I render a Block with the TileEntitySpecialRenderer it disappeares when its block bounds are out of my viewport. Can I fix them? I know that the RenderBlocks class has a method to do so but render renderTileEntityAt(); doesn't implement that. How can I fix the block bounds otherwise?
Busti