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Everything posted by Busti
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When I logged on recently, I found that my profile image had been reset to an automatically generated one. I have changed it back since, but it strikes me as odd, that something like that would be suddenly lost. Is there any specific cause for this? If so, is there anything else that has changed that would be good-to-know?
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Funky Locomotion
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I think your best shot at skipping the loading screen would be to load Minecraft in a Virtual Machine and saving it's state to disk without quitting Minecraft, instead of shutting it down.
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Is that a different jenkins server from http://jenkins.minecraftforge.net or are you just using a stylesheet?
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Well, the non moving part already is a block model. There seems to be some relation between extended block models and AnimationTESR, which is something I have to look into. It would be nice to have users modify animated model parts in the json files, but as far as I can tell AnimationTESR is only translates the bufferbuilders contents. I was just wondering what would be the most efficient solution but I guess I just have to try both and benchmark them against each other.
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Is it a good idea to use FastTESR over a TileEntitySpecialRenderer when rendering content that rotates? Since that would require "manually" transforming every single quad on the cpu. Or is that one of those cases where you'd be better of using a "regular" TESR and the Matrix Stack?
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My best guess would be that either your event handler is not called, in order to test that you should try to print something to your console in your eventhandler, or that your line is being drawn somewhere else. When I first rendered a custom block it was drawn at the coordinates 0, 0, 0 in the world.
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Well I want to make the item rotate slowly, which requires an update every single frame.
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There is your problem. Thats not how that should be done. Baubles in an independend mod and its api is just something you can access. Since there does not seem to be a maven repository for baubles just put the jar in a new libs/ folder in your project root. And run: gradle --refresh-dependencies It should become available as a library in your working environment.
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Thanks that is exactly what I was looking for. Yet the question remains if it is actually more efficient than using the matrix stack. Doing so many vertex operations on the cpu every frame does not feel correct.
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Have a look at how botania uses the event to render a ghost preview of a block: https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/handler/AstrolabePreviewHandler.java You'll also have to create a Proxy class to register your event: https://github.com/Vazkii/Botania/blob/master/src/main/java/vazkii/botania/client/core/proxy/ClientProxy.java Read more on events here: https://mcforge.readthedocs.io/en/latest/events/intro/ Looking through other open source mods is generally a good way to get an understanding of how to approach certain things.
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You probably want to hook into EntityViewRenderEvent.
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I do not usually bump posts, but I have been digging through rendering classes for 2 days now and I cannot find something that is really helpful. IBakedModel's are so finite.
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Creating a new similar Item vs Replacing an existing Vanilla Item
Busti replied to Thretcha's topic in Modder Support
Since editing item drops can be done through LootTables nowadays I would suggest that you add one or multiple new fishing rods that either provide benefits over the vanilla fishing rod or make fishing harder with the reward of getting rarer item drops. That's what modding is all about after all! -
Its your 10.000th post, congrats! I should have removed the @SuppressWarnings("deprecation") annotation. I use it for convenience, but it might confuse other people. I'll leave it in the post though, so that this conversation still makes sense.
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You can't just draw things to coordinates and expect them to work. As the name implies RenderGameOverlayEvent is for drawing overlays, e.g. a minimap and whatnot. When drawing the player becomes the origin of the rendering coordinate system. You probably want to have a look at TileEntitySpecialRenderers to get a better concept of how minecrafts rendering works. Is the effect you want to achieve similar to a beacon beam?
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You probably want to put all this on your blocks class: @Override @SuppressWarnings("deprecation") public EnumBlockRenderType getRenderType(IBlockState state) { return EnumBlockRenderType.MODEL; } @Override @SuppressWarnings("deprecation") public boolean isOpaqueCube(IBlockState state) { return false; } @Override @SuppressWarnings("deprecation") public boolean isFullCube(IBlockState state) { return false; }
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You can't just go ahead and try to draw stuff in a method like that. You have to do that when the game is being rendered. Games like Minecraft commonly have a separate render and game loop. One is for executing game logic the other one is for drawing graphics. I could now go ahead and list all the different ways there are in minecraftforge to render specific kinds of graphical elements from Blocks over Entities to GUIs and using specific events. But it would be better to know what you are trying to accomplish in the long run.
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Would it even be a good Idea to do those transformations every frame? Using a FastTESR they would probably have to be computed on the CPU and using the matrix stack would be more efficient? Thoughts? If not are there common methods to apply transformations to the entirety of an IBakedModel?
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You do not want to run a command. That would be bad practice. Those are for use through the ingame chat. You want to override onItemRightClick() in your item. From the parameters you get in that method you have to obtain an instance of the World which has a method to set the time of that world directly. That same method could be used to subtract 1 durability. For that you would want to set setMaxDamage on your item and call damageItem on the given ItemStack in onItemRightClick(). Also version 1.8 is unsupported in this forum. Do not expect 1.8 posts to get answers. Even if someone answers do not expect answers to be correct. Your posts might even get removed or closed. You might want to upgrade to the latest version of Minecraft and Forge.
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Why did you remove the .gitignore? And all the important gradle scripts and files? (Those things are not just there to add bloat to your working directory you know) Also you probably want to read or watch some tutorials on git. (Trust me, I once was at that point too) You should create your own packages for your classes and get rid of putting your files into minecraft directories. In case you are not sure how things are done there are a ton of open source mods on github that you can dig through to see how other modders do and structure certain things. Choonsters TestMod3 for example: https://github.com/Choonster-Minecraft-Mods/TestMod3 Regarding your problem: It would help a lot to know what entity you are trying to add a renderer to and where you put those classes.
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Sorry I do not have a dropbox accoount. Also that link is not valid. It would probably be best if you just posted your code here. Just remember to use the code button in the editor to properly format your text. Minecraftforge does supply its own .obj loader, so that would be a good thing to look into. You also have to supply and register your own net.minecraft.renderer.entity.Render The Render's doRender() method is where you want to render your .obj model. You'll find the .obj model loader and related classes in net.minecraftforge.client.model.obj and net.minecraftforge.client.model
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I am attempting to render an ItemStack in 3D, hovering over a block. I would like to use a FastTESR to do so. I am using renderItem.getItemModelWithOverrides(stack, null, null); to get the item model. Problem is I would like to apply translation, rotation and scaling to the rendered model. Is there a handy method I can use without touching all the baked quads myself? (Also if there is better practice to do this I would greatly appreciate any advice) Pointing me to some reference code or an example implementation should be enough.
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That would help. Add links to the relevant files in your comment. Also remember to mark the relevant lines of your code in github first before copying the link. Relevant files would contain the following: Where are you trying to render your model? (Block / Entity etc.) What did you do so far? Your model file. (In order to determine if it is a valid .obj file) Where are you registering your renderers etc. What is your model supposed to look like. (A screenshot of your modeling software would be greatly appreciated)
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Tile entities randomly stop working 1.12.1
Busti replied to viveleroi's topic in Support & Bug Reports
Are there any unusual messages in the console? How much load does "Java(TM) Platform SE binary" cause to your server? Is one core individually under much higher load than other cores? How much ram does the server use? How much ram did you assign to the server? How much tps does your server have on average when the incidents occur? Did your try to remove individual mods that might cause the problem? Did you have any crashes before? Are parts of the world you play on currupt? Does your server run a modpack by another creator with similar mods without issue? (Like Feed the Beast packs for example) Give use anything to work with...