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Draco18s

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Everything posted by Draco18s

  1. Because you return true if the first time the loop runs it finds the blocks. You didn't let the loop finish.
  2. theShaderGroup is already public. So I still don't know what you're trying to do.
  3. True enough. I'm not sure how I'd go about "solving" the problem, as that kind of mesh network doesn't really have a concept of "edges" that you can go "oh that location is at / near an edge, do X."
  4. Correctly. Why are you trying to get a field from EntityRenderer that is called "EntityRenderer"? That field doesn't exist.
  5. Its because you aren't using smooth lighting code. You're using the fast lighting code (if you turn off smooth lighting in the options I'll bet you can't tell the difference). And heads up: smooth lighting code is a bitch. I gave up on it when I was doing whateverthehell it was that I was doing that was similar.
  6. Can't find class: com.shaharcoolmen.randcommands.proxy.CommonProxy I don't think you set up your proxy right and I'm not downloading you're entire mod off Mediafire just to look at it.
  7. Fur the love. .. Its a No Such Field exception. Fukin read.
  8. World implements IBlockAccess. Your TESR should have access to your TE which has a worldObj
  9. Which is what a box blur is. But it explicitly deals with pixels. If the height map thing isn't stored in a grid, then the boxblur doesn't make any sense.
  10. If you call draw() to reset, you need to end your function by calling startDrawing, or the next thing Minecraft tries to draw won't have an active tessellator (it gave you one and you ended it without starting a new one).
  11. Dreamweaver -> Find and Replace All -> In Folder That'll get the common ones like setBlock and such. Then just keep telling it to look for func_ or field_ until you can't find any more. And yeah, it's a pain in the butt.
  12. The files its trying to download no longer exist on that server. There are ways to fix it, but it's a pain in the arse (I did it once and have no interest in trying to duplicate it) so you might be better off using JD GUI to decompile your mod (the zip or jar you put out). That'll get your code to a readable state and the vanilla code to SRG names (which you can do a lookup for).
  13. Apply a box blur across your biome height map. It'll soften the edges and provide some transition. That is, if that grayscale image was your height value, blur it. But basically, this is why vanilla has technical biomes like Extreme Hills Edge and Mushroom Island Edge.
  14. Not really. I make use of the "tag doesn't exist, so it returns 0" functionality all the time. Mainly because I'm taking that value (0 is a legitimate value) and increment it (or whatever), and shoving it back into the NBT. If you really care, use NBTCompoundTag#hasTag
  15. Did you register the block as having an ItemBlock? E.g. GameRegistry.registerBlock(blockOreFlowers, ItemBlockOreFlower.class, "ore_flowers"); Because if you didn't, you won't see their names. And if you do, it'll crash (because you're telling the game it has 16 sub items and your ItemBlock class only has 3 names. As soon as it tries to get the name for meta-4 to 15, it'll ArrayIndexOutOfBounds on you).
  16. None the less, it's still crappy code. I always new-line and indent stuff like that unless it's simple crap.
  17. That's not an answer to the question I asked.
  18. He's not actually. I thought so too, but they're actually just inside the new Object[]{...} chunk.
  19. WHERE is the NPE? You can at least copy/paste the error so we don't have to download the 2 MB log file from Mediafire.
  20. Ok, and what's the problem currently? Those classes look fine.
  21. Well, you have two problems. 0) The tessellator doesn't give a shit about transparency, that's a GL thing. 1) You never tell it what blend function to use 2) Your UVs are fucked up. te.addVertexWithUV(xOff, yOff+1, zOff, 0.3, 0.1); te.addVertexWithUV(xOff, yOff+1, zOff+1, 0.7, 0.1); te.addVertexWithUV(xOff+1, yOff+1, zOff+1, 0.3, 0.1); te.addVertexWithUV(xOff+1, yOff+1, zOff, 0.3, 0.1); Let me distill this down into the important information. Removing Y entirely. Making xOff and zOff equal to zero. Multiplying the UVs by ten to reduce textual chaos. (0, 0) : (3, 1) (0, 1) : (7, 1) (1, 1) : (3, 1) //again (1, 0) : (3, 1) //and a third time
  22. Ok, for one, you didn't implement getUnlocalizedName anywhere. It goes in the ItemBlock class. Instead you're using getItemStackDisplayName, which is supposed to return the localized name (and you're not using StatCollector.translateToLocal ). You don't want that. As for the block not getting registered, I don't know, you didn't include your main class!
  23. @Override public String getUnlocalizedName(ItemStack itemStack) { return "item." + names[itemStack.getItemDamage()]; }
  24. You need an ItemBlock for that.

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