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Draco18s

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Everything posted by Draco18s

  1. It's a scale value. It just so happens that all models need the same scale value (1/16th) to be the right size.
  2. No shit, Sherlock. The GuiButton is client side only code. Accessing the server object doesn't magically create a connection between your computer (client) and another (the server). "Running on the same machine" isn't an excuse, because they're separate executables. You need packets.
  3. What you're looking for is a Shader.
  4. Aside from having used the main mod file events... RenderBolt != RenderFireball
  5. public BlockFluidBase(Fluid fluid, Material material) { this.tickRate = fluid.viscosity / 200; }
  6. Because it's a right pain in the arse to update them.
  7. That's all vanilla. When a block gets an update, it's given a world object and it's location. world.getBlock(x, y+1, z);//block above
  8. Did you set EntityAIOrder.instance ?
  9. Change ++this.furnaceCookTime; to be bigger. Magic.
  10. Basically the whole of Minecraft is open to you. What is your goal?
  11. And your client proxy?
  12. It depends on what you're trying to render. What are you trying to render? And don't say "a techne model" because that's the visual representation, not what it is.
  13. Whoops, I thought I had one in my code and I checked where I was getting my angle values from (and having radians) but didn't check to make sure I was actually using GL11 for the rotation. You're right, it uses degrees. The Techne model, however, does use radians.
  14. In Techne: File -> Export -> Java Name it something intelligent. Move the file into your source files directories, somewhere intelligent. Refactor the code so it stops throwing errors (Techne assumes that you plan to put this file in the net.minecraft.client.entities package, which is Wrong with a Capital W, so it throws a ton of errors that are easy to fix, provided you know anything about Java). Register a new rendering doodad as appropriate for the kind of model you wish to render in your client proxy. Bam, done
  15. The rotation degrees are also in radians, not degrees.
  16. I get thrills out of the challenge. <3
  17. I've also had issues with checklight, and IIRC, there was a fix in Forge "a while back" (1271?) that fixed an issue with it. Might want to update Forge and see if it goes away. Also, I've never seen "root.root.[...].root" like that before.
  18. Ah well. How could we have possibly helped you, then?
  19. player.cameraPitch is definitely the wrong thing. You want player.getLookVec() and call world.rayTraceBlocks(...) with it (before the block is set to air) and that will tell you what side it intersects. You'll have to figure out which of the two parameters is the player's location and which is the vector to trace.
  20. Uh, you set the block's harvest level to a larger integer than 3? Seriously, there is nothing in the code saying you can't do that. You just won't be able to harvest them unless you also create a tool material with a corresponding harvest level.
  21. Technically speaking, there is a function call to the Block class when a block is placed into the world by any form of World.#setBlock: Block#onBlockAdded(World, int, int, int). It's called from Chunk#func_150807_a, which is responsible for actually changing the block storage arrays. But that's extremely generic and won't tell you anything about having been pushed by a piston.
  22. Doing such things is above your skill level as the things you want to modify aren't publicly accessible and you would need to inject new code into some places, so even Reflection won't be enough, you'll need ASM. And ASM is a dark, uncaring abyss.
  23. That sounds like it works pretty well. Glad you figured it out.

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