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Everything posted by Draco18s
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There is no solution for this. Chests do not give update ticks to their contents. (Neither do ItemFrames).
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You still don't need 90,000 verts. Minecraft is inherently cubic. You should be able to make a reasonable TARDIS with 128 to 256 verts.
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I Just What? Dude, might want to simplify that. 90,000 verts is the kind of vert numbers you find on a fully rigged biped model for a modern shooter. The hell are you doing?
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Its worth doing a tessellator renderer for a 3D block once, just for the challenge. I did (made a rail block that is self-supporting, so I was rendering trusses underneath). I'd avoid doing it again if at all possible, but knowing how the tessellator works will help you if you ever run into code that uses it.
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[1.7.2] Editing an Already Existing Configuration File?
Draco18s replied to TLHPoE's topic in Modder Support
coinData.get("Coin Data", n, amt).set(amt)? -
[1.6.4] Entityplayer.opengui(Mod.instance,...) issue
Draco18s replied to AGhost's topic in Modder Support
This is why diesieben07 said to go learn Java. You'd have known that implicit casting doesn't exist for the primitive datatypes. -
Buildcraft might use a 3D cube and a transparent texture, I wouldn't know. The ModelBase class is just a more user-friendly way of doing stuff. The guts of it still use the tessellator, but it does the math for you.
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[1.6.4] Entityplayer.opengui(Mod.instance,...) issue
Draco18s replied to AGhost's topic in Modder Support
Because ints aren't doubles? "The method openGui(Object, int, World, int, int, int) in the type EntityPlayer is not applicable for the arguments (LrtMainClass, int, World, double, double, double)" -
[1.6.4] Entityplayer.opengui(Mod.instance,...) issue
Draco18s replied to AGhost's topic in Modder Support
Mmm. Casting. <3 -
Actually there is a model. It might not be something that extends ModelBase, but there are still polygons there. It's called "using the tessellator" and it's a huge pain in the ass.
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[1.7.2]How to get Block from world using coordinates?
Draco18s replied to Kuuu's topic in Modder Support
http://www.minecraftforge.net/forum/index.php/topic,15275.0.html -
[1.6.4]Custom models and inventory display, whats the right way?
Draco18s replied to skullywag's topic in Modder Support
Did you set it to anything? Mind, you are probably not storing your block instances in your block class, but in your main class. Whip out that brain of yours and figure out what should be there* based on your own project. * BlockCrystal.instance.blockID This bit. Replace this bit. You're storing your block references somewhere, yeah? -
Look at the package declaration, you've put the files in a place they don't want to be. The package declaration tells you were they should go.
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[1.6.4]Custom models and inventory display, whats the right way?
Draco18s replied to skullywag's topic in Modder Support
I don't think TheGreyGhost was correct with his code. This is why I supplied my perfectly good working code. https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/client/ItemRenderPedestal.java And the client proxy: TileEntitySpecialRenderer render = new PedestalRenderer(); ClientRegistry.bindTileEntitySpecialRenderer(TileEntityDisplayPedestal.class, render); MinecraftForgeClient.registerItemRenderer(BlockPedestal.instance.blockID, new ItemRenderPedestal(render, new TileEntityDisplayPedestal())); -
[1.6.4]Custom models and inventory display, whats the right way?
Draco18s replied to skullywag's topic in Modder Support
What is the error? -
Please show your code.
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Shouldn't it be [MyModName] -src (buildpath) --packages and codes -resources --assets ?
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You might have to. I haven't messed with it myself.
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It's just falling sand without the "falling" effect. Apply other motion vectors to it.
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[1.6.4]Custom models and inventory display, whats the right way?
Draco18s replied to skullywag's topic in Modder Support
If you're using a TileEntitySpecialRenderer to render a TileEntity, then your block should extend BlockContainer. -
[1.6.4]getLightValue making my textures really bright
Draco18s replied to skullywag's topic in Modder Support
You enabled GL_BLEND but you didn't set up a blend function. Add GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); just after the GL_BLEND -
[1.6.4]Custom models and inventory display, whats the right way?
Draco18s replied to skullywag's topic in Modder Support
This might help: https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/client/ItemRenderPedestal.java -
Alots are better than you at everything.
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[Help!] How to make a block spawn another block
Draco18s replied to MINERGUY67880's topic in Modder Support
world.scheduleBlockUpdate(x, y, z, blockID, ticks_of_delay)? -
[1.6.4] How to change custom model render based on block metadata
Draco18s replied to skullywag's topic in Modder Support
You....are not using a render function that is appropriate for blocks, AFAICT. You should be using either ISimpleBlockRenderingHandler, which has this: public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { } With the world and coordinates you can request the metadata. Or there's TileEntitySpecialRenderer, which has this: public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { } Which passes a reference to a TileEntity. In any case, both Entity and TileEntity have a public object worldObj which has a reference to the world where you can request metadata from blocks.