Everything posted by Flenix
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Tile Entity rotation code broken for 1.6
The first one fixed it, but rotation seems to be broken... Don't suppose you have any ideas?
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Creating my own RenderType
I know most of the basics, from a few books I was given. I'm writing mods in order to help me learn better, because it's more fun than the boring things in the books - I know I'm not the only person who took up modding to learn Java either. I know someVar would be 5. What I don't know is how to transmit from RenderingRegistry.getNextAvailableRenderId(); to getting the actual int, and more importantly which of the three classes I need to do it in. I am of course assuming that because it's getting the next available int, the method is deciding the actual number, not me? a) No he has not b) this is basic java knowledge. If you do not know this, stop modding and learn java first. Thats just the way it is. And I am not rude at all. Just direct. I gotta admit, you are being a little arrogant, but I do know people here get annoyed when people know nothing about Java. It's understandable, but I'm simply not understanding one minor part, and more importantly not understanding which bits go where to make this particular thing work. I've followed what the other posts say to the best of my ability, but if you never try you never learn so hey, I'll keep trying with or without your help.
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Creating my own RenderType
You said it you're self earlier: Oh, the way he said it I was expecting to have to put a physical number somewhere. It's still not working though =/ In my block I have: public int getRenderType() { return RenderingRegistry.getNextAvailableRenderId(); } In my rendering handler I have: @Override public int getRenderId() { return RenderingRegistry.getNextAvailableRenderId(); } And same as before, in my client proxy I have: @Override public void registerRenderThings() { RenderingRegistry.getNextAvailableRenderId(); RenderingRegistry.registerBlockHandler(new RoadBlockRenderer()); } Is there something else I need to do to register it maybe?
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Creating my own RenderType
Not quite sure I understand... how do I get the int from it?
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Tile Entity rotation code broken for 1.6
Hey guys, I fixed the original texture bug now, but my model wont rotate Any ideas? package co.uk.silvania.city.tileentities; import org.lwjgl.opengl.GL11; import co.uk.silvania.city.FlenixCities; import co.uk.silvania.city.client.models.ATMModel; import co.uk.silvania.city.client.models.EscalatorModel; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.client.resources.ResourceLocation; import net.minecraft.entity.Entity; import net.minecraft.tileentity.TileEntity; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class TileEntityATMRenderer extends TileEntitySpecialRenderer { private final ATMModel model; public TileEntityATMRenderer() { this.model = new ATMModel(); } @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) { int i = te.getBlockMetadata(); int meta = 180; if (i == 3) { meta = 0; } if (i == 5) { meta = 90; } if (i == 2) { meta = 180; } if (i == 4) { meta = 270; } GL11.glPushMatrix(); Minecraft.getMinecraft().renderEngine.func_110577_a(new ResourceLocation("flenixcities", "textures/entities/atm.png")); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); GL11.glRotatef(meta, 0.0F, 1.0F, 0.0F); //GL11.glRotatef(((TileEntityBarrierEntity)tile).getRotationPivot()), 0.0F, 1.0F, 0.0F); GL11.glScalef(1.0F, -1F, -1F); this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } private void adjustLightFixture(World world, int i, int j, int k, Block block) { Tessellator tess = Tessellator.instance; float brightness = block.getBlockBrightness(world, i, j, k); int skyLight = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int modulousModifier = skyLight % 65536; int divModifier = skyLight / 65536; tess.setColorOpaque_F(brightness, brightness, brightness); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float) modulousModifier, divModifier); } } package co.uk.silvania.city.tileentities; import co.uk.silvania.city.FlenixCities; import co.uk.silvania.city.items.ItemNote10; import net.minecraft.block.BlockContainer; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.MathHelper; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class TileEntityATMBlock extends BlockContainer { public TileEntityATMBlock(int id) { super(id, Material.iron); this.setCreativeTab(FlenixCities.tabEcon); this.setHardness(1.0F); this.setLightValue(0.5F); } @Override public TileEntity createNewTileEntity(World world) { return new TileEntityATMEntity(); } @Override public int getRenderType() { return -1; } @Override public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float j, float k, float l) { TileEntity tileEntity = world.getBlockTileEntity(x, y, z); NBTTagCompound nbt = player.getEntityData(); if (player.getHeldItem() != null) { if (player.getHeldItem().getItem() == FlenixCities.debitCard) { player.addChatMessage("Your Balance is: " + nbt.getInteger("Balance")); player.openGui(FlenixCities.instance, 0, world, x, y, z); } } if (player.getHeldItem() != null) { if (player.getHeldItem().getItem() == FlenixCities.note1000) { nbt.setInteger("balance", (nbt.getInteger("Balance") + ItemNote10.moneyValue)); player.addChatMessage(ItemNote10.moneyValue + " Deposited! Your balance is now " + nbt.getInteger("balance")); } } return true; } @Override public boolean isOpaqueCube() { return false; } public boolean renderAsNormalBlock() { return false; } public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving, ItemStack par6ItemStack) { int var6 = MathHelper .floor_double(par5EntityLiving.rotationYaw * 4.0F / 360.0F + 0.5D) & 3; if (var6 == 0) { par1World.setBlockMetadataWithNotify(par2, par3, par4, 2, 0); } if (var6 == 1) { par1World.setBlockMetadataWithNotify(par2, par3, par4, 5, 0); } if (var6 == 2) { par1World.setBlockMetadataWithNotify(par2, par3, par4, 3, 0); } if (var6 == 3) { par1World.setBlockMetadataWithNotify(par2, par3, par4, 4, 0); } } } Suddenly remembered there's a magical thing called a pumpkin I can look at. Fixed it now
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Creating my own RenderType
Alright, here's my updated code. I'm still getting an invisi-block though =/ package co.uk.silvania.roads.block; import co.uk.silvania.roads.CommonProxy; import co.uk.silvania.roads.Roads; import cpw.mods.fml.client.registry.ISimpleBlockRenderingHandler; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.EntityRenderer; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.entity.EntityLiving; import net.minecraft.item.ItemStack; import net.minecraft.src.FMLRenderAccessLibrary; import net.minecraft.util.Icon; import net.minecraft.util.MathHelper; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class RoadBlockRenderer implements ISimpleBlockRenderingHandler { public int uvRotateEast; public int uvRotateWest; public int uvRotateSouth; public int uvRotateNorth; public int uvRotateTop; public int uvRotateBottom; public IBlockAccess blockAccess; public boolean lockBlockBounds; public boolean partialRenderBounds; public double renderMinX; public double renderMaxX; public double renderMinY; public double renderMaxY; public double renderMinZ; public double renderMaxZ; public boolean renderStandardBlock(Block par1Block, int par2, int par3, int par4) { int l = par1Block.colorMultiplier(this.blockAccess, par2, par3, par4); float f = (float)(l >> 16 & 255) / 255.0F; float f1 = (float)(l >> 8 & 255) / 255.0F; float f2 = (float)(l & 255) / 255.0F; if (EntityRenderer.anaglyphEnable) { float f3 = (f * 30.0F + f1 * 59.0F + f2 * 11.0F) / 100.0F; float f4 = (f * 30.0F + f1 * 70.0F) / 100.0F; float f5 = (f * 30.0F + f2 * 70.0F) / 100.0F; f = f3; f1 = f4; f2 = f5; } return lockBlockBounds; //return Minecraft.isAmbientOcclusionEnabled() && Block.lightValue[par1Block.blockID] == 0 ? (this.partialRenderBounds ? RenderBlocks.func_102027_b(par1Block, par2, par3, par4, f, f1, f2) : this.renderStandardBlockWithAmbientOcclusion(par1Block, par2, par3, par4, f, f1, f2)) : this.renderStandardBlockWithColorMultiplier(par1Block, par2, par3, par4, f, f1, f2); } public void setRenderBoundsFromBlock(Block par1Block) { if (!this.lockBlockBounds) { this.renderMinX = par1Block.getBlockBoundsMinX(); this.renderMaxX = par1Block.getBlockBoundsMaxX(); this.renderMinY = par1Block.getBlockBoundsMinY(); this.renderMaxY = par1Block.getBlockBoundsMaxY(); this.renderMinZ = par1Block.getBlockBoundsMinZ(); this.renderMaxZ = par1Block.getBlockBoundsMaxZ(); this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D); } } public boolean renderBlockByRenderType(RoadBlock par1Block, int par2, int par3, int par4) { int l = par1Block.getRoadsRenderer(); if (l == -1) { return false; } else { par1Block.setBlockBoundsBasedOnState(this.blockAccess, par2, par3, par4); this.setRenderBoundsFromBlock(par1Block); switch (l) { case 0: return this.renderRoadBlock(par1Block, par2, par3, par4, false); default: return this.renderRoadBlock(par1Block, par2, par3, par4, false); } } } public void setRenderBounds(double par1, double par3, double par5, double par7, double par9, double par11) { if (!this.lockBlockBounds) { this.renderMinX = par1; this.renderMaxX = par7; this.renderMinY = par3; this.renderMaxY = par9; this.renderMinZ = par5; this.renderMaxZ = par11; this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D); } } public boolean renderRoadBlock(Block par1Block, int par2, int par3, int par4, boolean par5) { int l = this.blockAccess.getBlockMetadata(par2, par3, par4); boolean flag1 = par5 || (l & != 0; int i1 = RoadBlock.getOrientation(l); float f = 0.25F; if (flag1) { switch (i1) { case 0: this.uvRotateEast = 3; this.uvRotateWest = 3; this.uvRotateSouth = 3; this.uvRotateNorth = 3; this.setRenderBounds(0.0D, 0.25D, 0.0D, 1.0D, 1.0D, 1.0D); break; case 1: this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); break; case 2: this.uvRotateSouth = 1; this.uvRotateNorth = 2; this.setRenderBounds(0.0D, 0.0D, 0.25D, 1.0D, 1.0D, 1.0D); break; case 3: this.uvRotateSouth = 2; this.uvRotateNorth = 1; this.uvRotateTop = 3; this.uvRotateBottom = 3; this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 0.75D); break; case 4: this.uvRotateEast = 1; this.uvRotateWest = 2; this.uvRotateTop = 2; this.uvRotateBottom = 1; this.setRenderBounds(0.25D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D); break; case 5: this.uvRotateEast = 2; this.uvRotateWest = 1; this.uvRotateTop = 1; this.uvRotateBottom = 2; this.setRenderBounds(0.0D, 0.0D, 0.0D, 0.75D, 1.0D, 1.0D); } ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F); this.renderStandardBlock(par1Block, par2, par3, par4); this.uvRotateEast = 0; this.uvRotateWest = 0; this.uvRotateSouth = 0; this.uvRotateNorth = 0; this.uvRotateTop = 0; this.uvRotateBottom = 0; this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D); ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F); } else { switch (i1) { case 0: this.uvRotateEast = 3; this.uvRotateWest = 3; this.uvRotateSouth = 3; this.uvRotateNorth = 3; case 1: default: break; case 2: this.uvRotateSouth = 1; this.uvRotateNorth = 2; break; case 3: this.uvRotateSouth = 2; this.uvRotateNorth = 1; this.uvRotateTop = 3; this.uvRotateBottom = 3; break; case 4: this.uvRotateEast = 1; this.uvRotateWest = 2; this.uvRotateTop = 2; this.uvRotateBottom = 1; break; case 5: this.uvRotateEast = 2; this.uvRotateWest = 1; this.uvRotateTop = 1; this.uvRotateBottom = 2; } this.renderStandardBlock(par1Block, par2, par3, par4); this.uvRotateEast = 0; this.uvRotateWest = 0; this.uvRotateSouth = 0; this.uvRotateNorth = 0; this.uvRotateTop = 0; this.uvRotateBottom = 0; } return true; } @Override public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) { // TODO Auto-generated method stub } @Override public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { return false; //I also tried true, didn't make a difference } @Override public boolean shouldRender3DInInventory() { return false; //Tried it here too, also no difference. } @Override public int getRenderId() { // TODO Auto-generated method stub return 0; //I tried using RenderingRegistry.getNextAvailableRenderId(); here instead of ClientProxy - Nothing. } } /**/ And in my ClientProxy, I've added them like this (Is this correct?) RenderingRegistry.getNextAvailableRenderId(); RenderingRegistry.registerBlockHandler(new RoadBlockRenderer()); To me it still seems like the renderer just isn't being used. Any changes I make to it have no effect so I'm just missing something really simple I'm sure... Here's how it is when using my renderer: And here's how it renders when using the piston renderer (How it should look.. but it also rotates ):
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[1.4.5/6/7] keepcalm's mods - Events API, BukkitForge - Interdim TPs, Lockette!
Guy, keepcalm is inactive but there's been a 1.5.2 build on the Bukkitforge site for quite some time. Link: http://bukkitforge.com/index.php?threads/bukkitforge-1-5-2-actually-released-o-o.1318/
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[Not solved but im done.]How to save integers to a file.
I'm toying around with the same kind of thing, but with an economy system, so I've been following this post To add on to an existing int, I think it would be something like this: public static void saveBalanceForPlayer(EntityPlayer player, World world) { NBTTagCompound nbt = player.getEntityData(); nbt.setInteger("Balance", (nbt.getInteger("Balance") + moneyValue)); } In my setup, "Balance" is the players balance as an NBT tag, and "moneyValue" is a static int defined in each of my different coins classes. You'd simply replace moneyValue with the amount of XP you want to add, but by doing something like that you can give different XP for different things relatively easily. What I want to know; is A) how do we trigger this change (How do I say "You should now add moneyValue to the NBT"), and B) How can I see my current NBT value?
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How can I assign a static int to my item, then read from it later?
That's all I need, thanks The mod is pretty static. Not something people will have any reason to want to add to later really EDIT: I'm assuming "public static itemValue = 200;" is supposed to be "public static int itemValue = 200;" by the way?
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How can I assign a static int to my item, then read from it later?
Sorry if the title is a little confusing, I wasn't quite sure how to word it Basically, what I need to do is assign a static int. Nothing fancy, just a basic number to each of a set of items.. so for example item A is 100, item B is 200 etc. Then, I need to be able to read what these ints are when they're placed into a container, and change the players NBT to add all of those together to a tag. I need to be able to take the values from both item A and item B, and add them together, so effectively adding 300 to the NBT in my example. Can anyone point me in the right direction?
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[1.6.1] Block that creates 'larger block'
Let me know if you find the fix. It's been annoying me for ages
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[1.6.1] Block that creates 'larger block'
If a model is bigger than 1x1x1 it will just render outside the block, without any sort of collision to it. So, he'd use his existing model with the code you put there. That code has to place invisible blocks, so the model will still show and have collision too. Only issue he'll have then is the mode will de-render when the original block is out of the screen - I have no idea how to fix that.
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[1.6.1] Block that creates 'larger block'
Not sure why you locked your old post to be honest, you pretty much had it As mentioned before, you'll need this tutorial: http://minalien.com/tutorial-multi-block-structures-in-minecraft/ Then, make one of the blocks (the one you place) a rendered Tile Entity. Without the above tutorial, you'd have the 3x3 block visible, but can walk through it. Make a block, call it "Gag Block" or something, and make it so it's solid, but can't be seen. Those are the other blocks that will be placed when you place the model block. Does that make sense?
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Creating my own RenderType
After toying around, I think the issue is really simple, I just can't resolve it. I think what's happening, is because my block is extending Block, it's automatically using the default getRenderType before it can use my getRoadsRenderer, so it's using render type 0 (the default). So, "simple" question; how would I stop it from doing that?
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Creating my own RenderType
Hey guys. As some of you might know, back in 1.5.2 I did some hacky things with the Piston's getRenderType function, in order to make my top-facing texture rotate based on meta without having to have 4 textures for every block (around 45 blocks total). In 1.6, my functions broke and it stopped working. I figured I could probably fix it, but I decided I'd try another approach first; creating my own render type which does the same thing, but in a better way, using meta in the order I want it to. Now, I found where the getRenderType refers to, copied it, and trimmed it all down so I've got my own class, which, if I'm right, is just be the Piston's render code. I'll trim it and modify it further to be what I need once I can get my block to use it and I can visually see what happens when I change bits. I've done pretty much all of it, and I'm so close I can almost taste it. But, it's not working - I can disable the vanilla Renderer but I can't get the block to use my own one. Can anyone tell me what I'm doing wrong? UPDATE: I got it working how it used to work, with the piston's renderer. However, I still want to use my own one if I can. Here's the updated code. [spoiler=Renderer] package co.uk.silvania.roads.block; import co.uk.silvania.roads.CommonProxy; import co.uk.silvania.roads.Roads; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.EntityRenderer; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.entity.EntityLiving; import net.minecraft.item.ItemStack; import net.minecraft.src.FMLRenderAccessLibrary; import net.minecraft.util.Icon; import net.minecraft.util.MathHelper; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class RoadBlockRenderer { public int uvRotateEast; public int uvRotateWest; public int uvRotateSouth; public int uvRotateNorth; public int uvRotateTop; public int uvRotateBottom; public IBlockAccess blockAccess; public boolean lockBlockBounds; public boolean partialRenderBounds; public double renderMinX; public double renderMaxX; public double renderMinY; public double renderMaxY; public double renderMinZ; public double renderMaxZ; public boolean renderStandardBlock(Block par1Block, int par2, int par3, int par4) { int l = par1Block.colorMultiplier(this.blockAccess, par2, par3, par4); float f = (float)(l >> 16 & 255) / 255.0F; float f1 = (float)(l >> 8 & 255) / 255.0F; float f2 = (float)(l & 255) / 255.0F; if (EntityRenderer.anaglyphEnable) { float f3 = (f * 30.0F + f1 * 59.0F + f2 * 11.0F) / 100.0F; float f4 = (f * 30.0F + f1 * 70.0F) / 100.0F; float f5 = (f * 30.0F + f2 * 70.0F) / 100.0F; f = f3; f1 = f4; f2 = f5; } return lockBlockBounds; //return Minecraft.isAmbientOcclusionEnabled() && Block.lightValue[par1Block.blockID] == 0 ? (this.partialRenderBounds ? RenderBlocks.func_102027_b(par1Block, par2, par3, par4, f, f1, f2) : this.renderStandardBlockWithAmbientOcclusion(par1Block, par2, par3, par4, f, f1, f2)) : this.renderStandardBlockWithColorMultiplier(par1Block, par2, par3, par4, f, f1, f2); } public void setRenderBoundsFromBlock(Block par1Block) { if (!this.lockBlockBounds) { this.renderMinX = par1Block.getBlockBoundsMinX(); this.renderMaxX = par1Block.getBlockBoundsMaxX(); this.renderMinY = par1Block.getBlockBoundsMinY(); this.renderMaxY = par1Block.getBlockBoundsMaxY(); this.renderMinZ = par1Block.getBlockBoundsMinZ(); this.renderMaxZ = par1Block.getBlockBoundsMaxZ(); this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D); } } public boolean renderBlockByRenderType(RoadBlock par1Block, int par2, int par3, int par4) { int l = par1Block.getRoadsRenderer(); if (l == -1) { return false; } else { par1Block.setBlockBoundsBasedOnState(this.blockAccess, par2, par3, par4); this.setRenderBoundsFromBlock(par1Block); switch (l) { case 0: return this.renderRoadBlock(par1Block, par2, par3, par4, false); default: return this.renderRoadBlock(par1Block, par2, par3, par4, false); } } } public void setRenderBounds(double par1, double par3, double par5, double par7, double par9, double par11) { if (!this.lockBlockBounds) { this.renderMinX = par1; this.renderMaxX = par7; this.renderMinY = par3; this.renderMaxY = par9; this.renderMinZ = par5; this.renderMaxZ = par11; this.partialRenderBounds = (this.renderMinX > 0.0D || this.renderMaxX < 1.0D || this.renderMinY > 0.0D || this.renderMaxY < 1.0D || this.renderMinZ > 0.0D || this.renderMaxZ < 1.0D); } } public boolean renderRoadBlock(Block par1Block, int par2, int par3, int par4, boolean par5) { int l = this.blockAccess.getBlockMetadata(par2, par3, par4); boolean flag1 = par5 || (l & != 0; int i1 = RoadBlock.getOrientation(l); float f = 0.25F; if (flag1) { switch (i1) { case 0: this.uvRotateEast = 3; this.uvRotateWest = 3; this.uvRotateSouth = 3; this.uvRotateNorth = 3; this.setRenderBounds(0.0D, 0.25D, 0.0D, 1.0D, 1.0D, 1.0D); break; case 1: this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 0.75D, 1.0D); break; case 2: this.uvRotateSouth = 1; this.uvRotateNorth = 2; this.setRenderBounds(0.0D, 0.0D, 0.25D, 1.0D, 1.0D, 1.0D); break; case 3: this.uvRotateSouth = 2; this.uvRotateNorth = 1; this.uvRotateTop = 3; this.uvRotateBottom = 3; this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 0.75D); break; case 4: this.uvRotateEast = 1; this.uvRotateWest = 2; this.uvRotateTop = 2; this.uvRotateBottom = 1; this.setRenderBounds(0.25D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D); break; case 5: this.uvRotateEast = 2; this.uvRotateWest = 1; this.uvRotateTop = 1; this.uvRotateBottom = 2; this.setRenderBounds(0.0D, 0.0D, 0.0D, 0.75D, 1.0D, 1.0D); } ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F); this.renderStandardBlock(par1Block, par2, par3, par4); this.uvRotateEast = 0; this.uvRotateWest = 0; this.uvRotateSouth = 0; this.uvRotateNorth = 0; this.uvRotateTop = 0; this.uvRotateBottom = 0; this.setRenderBounds(0.0D, 0.0D, 0.0D, 1.0D, 1.0D, 1.0D); ((RoadBlock)par1Block).roadBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F); } else { switch (i1) { case 0: this.uvRotateEast = 3; this.uvRotateWest = 3; this.uvRotateSouth = 3; this.uvRotateNorth = 3; case 1: default: break; case 2: this.uvRotateSouth = 1; this.uvRotateNorth = 2; break; case 3: this.uvRotateSouth = 2; this.uvRotateNorth = 1; this.uvRotateTop = 3; this.uvRotateBottom = 3; break; case 4: this.uvRotateEast = 1; this.uvRotateWest = 2; this.uvRotateTop = 2; this.uvRotateBottom = 1; break; case 5: this.uvRotateEast = 2; this.uvRotateWest = 1; this.uvRotateTop = 1; this.uvRotateBottom = 2; } this.renderStandardBlock(par1Block, par2, par3, par4); this.uvRotateEast = 0; this.uvRotateWest = 0; this.uvRotateSouth = 0; this.uvRotateNorth = 0; this.uvRotateTop = 0; this.uvRotateBottom = 0; } return true; } } /**/ [spoiler=Example Block] package co.uk.silvania.roads.block; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import java.util.List; import co.uk.silvania.roads.Roads; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.tileentity.TileEntityPiston; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.Facing; import net.minecraft.util.Icon; import net.minecraft.util.MathHelper; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class RoadBlock extends Block { @SideOnly(Side.CLIENT) private Icon sides; @SideOnly(Side.CLIENT) private Icon top; public RoadBlock(int par1) { super(par1, Material.rock); this.setStepSound(soundStoneFootstep); this.setHardness(1.5F); this.setCreativeTab(CreativeTabs.tabRedstone); this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F); } public void roadBlockBounds(float par1, float par2, float par3, float par4, float par5, float par6) { this.setBlockBounds(par1, par2, par3, par4, par5, par6); } @SideOnly(Side.CLIENT) public Icon getIcon(int side, int meta) { int k = meta; if (k == 0 && (side == 1)) { return top; } else if (k == 1 && (side == 1)) { return top; } else if (k == 2 && (side == 1)) { return top; } else if (k == 3 && (side == 1)) { return top; } else if (k == 4 && (side == 1)) { return top; } else if (k == 5 && (side == 1)) { return top; } return sides; } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister par1IconRegister) { this.top = par1IconRegister.registerIcon("Roads:TarmacSideDoubleYellowStripe"); this.sides = par1IconRegister.registerIcon("Roads:TarmacPlain"); } //When this is uncommented and the method below is removed, I just get an empty frame, nothing renders. //I think this is because the getRenderType is disabled, but the getRoadsRenderer isn't working for some reason. //Therefore, I need to find that reason! /*public int getRoadsRenderer() { return 0; } public int getRenderType() { return -1; }*/ //When it's set like this, it works, but this is the Piston one so I can't modify it to suit my needs. It works like this, but it's not ideal. public int getRenderType() { return 16; } public boolean isOpaqueCube() { return false; } public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLivingBase par5EntityLivingBase, ItemStack par6ItemStack) { int l = determineOrientation(par1World, par2, par3, par4, par5EntityLivingBase); par1World.setBlockMetadataWithNotify(par2, par3, par4, l, 2); } public void addCollisionBoxesToList(World par1World, int par2, int par3, int par4, AxisAlignedBB par5AxisAlignedBB, List par6List, Entity par7Entity) { this.setBlockBounds(0.0F, 0.0F, 0.0F, 1.0F, 0.825F, 1.0F); super.addCollisionBoxesToList(par1World, par2, par3, par4, par5AxisAlignedBB, par6List, par7Entity); } public AxisAlignedBB getCollisionBoundingBoxFromPool(World par1World, int par2, int par3, int par4) { this.setBlockBoundsBasedOnState(par1World, par2, par3, par4); return super.getCollisionBoundingBoxFromPool(par1World, par2, par3, par4); } public boolean renderAsNormalBlock() { return false; } public static int getOrientation(int par0) { return par0 & 7; } public static int determineOrientation(World par0World, int par1, int par2, int par3, EntityLivingBase par4EntityLivingBase) { int l = MathHelper.floor_double((double)(par4EntityLivingBase.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3; return l == 0 ? 2 : (l == 1 ? 5 : (l == 2 ? 3 : (l == 3 ? 4 : 0))); } }
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[SOLVED] Problem with Havvy's Basic Blocks tutorial
Some people will frown at that. You should learn it BEFORE you start, don't you know?! I'm doing the same thing. I knew some very basic java before I started (A few terms and a "Hello World!", as well as some of the Bukkit API). I don't exactly know it inside-out but I do know quite a bit more now. Yeah, it probably takes longer to learn, but I'm having more fun this way
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[Not solved but im done.]How to save integers to a file.
deadrecon, I don't suppose I could see the whole class could I? I'm trying to figure out the whole NBT on the player thing atm, can't quite figure it out...
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New Texture Directory For Minecraft Forge 1.6.1
Pretty sure Draco would have followed it correctly. He's one of the main guys who helps people on this subforum, so he knows his stuff It didn't work for me either, by the way. I'd love to see your source if I can? Maybe you're doing something differently to us anyway.
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New Texture Directory For Minecraft Forge 1.6.1
This made me laugh more than it should have...
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Using a translucent texture in a model
I dunno then. There might be a GL11 call you need to make inside the model class. Erm, glColor4*(r,g,b,alpha)? How exactly would I use this? Like I said, I'm a GL Noob completely Looks like that simply sets the colour directly, which is fine- but I need to know where to put it and how to define which part of the model it refers to. Can you help with that?
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Using a translucent texture in a model
I tried using both 0 and 1, didn't make a difference =/
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Using a translucent texture in a model
Does anyone know how I'd go about doing this? I've tried a few things, but apparently I need to do something with OpenGL and I'm really not very good at that... Anyways, here's how my block appears in-game: And here's how it SHOULD appear: Anyone know what I need to add? I tried looking in the code for Ice (which is translucent) but nothing from there worked.
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Relatively simple config question
Awesome! It didn't work, but when I took String from the start and defined it seperately as public static String myConfig; it worked fine. Probably due to my config layout, all my IDs are like that Works now though, cheers!
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Vanilla Textures on Custom Blocks
Item.blah.getIconFromDamage(meta); RegisterIcon only accepts a string though, so I guess I need to use a different method to get my textures? Also, is it possible to have one class for multiple items that does this, with a different texture per item? How would I differentiate the items, as they all have different IDs?
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Relatively simple config question
Hey guys, I just have a small question about configs, I can't seem to figure it out. What I want to do, is define a string in my config file, then use that string in my language registry as part of an item name. The main thing I'm having trouble with right now is; how should I format the config code for a string? I've only ever done integers for block/item IDs and I'm not very good with configs Any help would be great. I tried looking around but I couldn't find anything that worked...
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