
Thor597
Forge Modder-
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Everything posted by Thor597
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This is what it looks like: If its a bit hard to see where it is its at the right of the heal and increase health buttons, the reason its hard to see is because its dark
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I used a different instance but the model is still pretty dark, it kinda looks like all the other stuff outside of the GUI. its greyish dark
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And now it also rotates around the head of my actual mob and not only the rendered one in the gui, and the rendered model is kinda dark
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I dont have menuH or menuW
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Fixed it, but now ive come to notice its not rendering the model correctly at all, i see two pixel wide boxes, and thats all: GL11.glPushMatrix(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glPushMatrix(); GL11.glLoadIdentity(); ScaledResolution var7 = new ScaledResolution(this.mc.gameSettings, this.mc.displayWidth, this.mc.displayHeight); GL11.glViewport((var7.getScaledWidth() - 320) / 2 * var7.scaleFactor, (var7.getScaledHeight() - 240) / 2 * var7.scaleFactor, 320 * var7.scaleFactor, 240 * var7.scaleFactor); GL11.glTranslatef(-0.34F, 0.23F, 0.0F); GLU.gluPerspective(90.0F, 1.3333334F, 9.0F, 80.0F); float var8 = 1.0F; GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glLoadIdentity(); RenderHelper.enableStandardItemLighting(); GL11.glTranslatef(0.0F, 3.3F, -16.0F); GL11.glScalef(var8, var8, var8); float var9 = 5.0F; GL11.glScalef(var9, var9, var9); this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("/ArcticCraft/mobs/icewolf.png")); GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F); float var10 = this.field_40221_n + (this.field_40224_m - this.field_40221_n) * i; GL11.glTranslatef((1.0F - var10) * 0.2F, (1.0F - var10) * 0.1F, (1.0F - var10) * 0.25F); float var11 = this.field_40225_j + (this.field_40229_i - this.field_40225_j) * i + 0.15F; float var12 = this.field_40225_j + (this.field_40229_i - this.field_40225_j) * i + 0.50F; var11 = (var11 - (float)MathHelper.func_40346_b((double)var11)) * 1.6F - 0.3F; var12 = (var12 - (float)MathHelper.func_40346_b((double)var12)) * 1.6F - 0.3F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); huskyModel.render(this.husky, 0.0F, var11, var12, var10, 0.0F, 0.1000F); GL11.glDisable(GL12.GL_RESCALE_NORMAL); RenderHelper.disableStandardItemLighting(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glViewport(0, 0, this.mc.displayWidth, this.mc.displayHeight); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); RenderHelper.disableStandardItemLighting(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
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I put this into my Gui class method, but I honestly have no idea how GL11 works. however I get an error: ########## GL ERROR ########## @ Post render 1284: Stack underflow private static AC_ModelIceWolf huskyModel = new AC_ModelIceWolf(); public int field_40227_h; public float field_40229_i; public float field_40225_j; public float field_40226_k; public float field_40223_l; public float field_40224_m; public float field_40221_n; public void drawScreen(int i, int j, float f) { this.mc.renderEngine.bindTexture(this.mc.renderEngine.getTexture("/ArcticCraft/mobs/icewolf.png")); GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F); float var10 = this.field_40221_n + (this.field_40224_m - this.field_40221_n) * i; GL11.glTranslatef((1.0F - var10) * 0.2F, (1.0F - var10) * 0.1F, (1.0F - var10) * 0.25F); GL11.glRotatef(-(1.0F - var10) * 90.0F - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(180.0F, 1.0F, 0.0F, 0.0F); float var11 = this.field_40225_j + (this.field_40229_i - this.field_40225_j) * i + 0.25F; float var12 = this.field_40225_j + (this.field_40229_i - this.field_40225_j) * i + 0.75F; var11 = (var11 - (float)MathHelper.func_40346_b((double)var11)) * 1.6F - 0.3F; var12 = (var12 - (float)MathHelper.func_40346_b((double)var12)) * 1.6F - 0.3F; if (var11 < 0.0F) { var11 = 0.0F; } if (var12 < 0.0F) { var12 = 0.0F; } if (var11 > 1.0F) { var11 = 1.0F; } if (var12 > 1.0F) { var12 = 1.0F; } GL11.glEnable(GL12.GL_RESCALE_NORMAL); huskyModel.render((Entity)null, 0.0F, var11, var12, var10, 0.0F, 0.0625F); GL11.glDisable(GL12.GL_RESCALE_NORMAL); RenderHelper.disableStandardItemLighting(); GL11.glMatrixMode(GL11.GL_PROJECTION); GL11.glViewport(0, 0, this.mc.displayWidth, this.mc.displayHeight); GL11.glPopMatrix(); GL11.glMatrixMode(GL11.GL_MODELVIEW); GL11.glPopMatrix(); RenderHelper.disableStandardItemLighting(); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); }
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So I want to render a slowly spinning 3D Model of my mob in a Gui, how would I go about doing this?
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This looks like a really helpful interface
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It would be very nice for the aether, i've spoke to 303 about it
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Unable to retrieve item from crafting table on server
Thor597 replied to naknak's topic in General Discussion
put your MinecraftForgeClient.preloadTextures in your clientproxy register method -
I wrote a tutorial! http://www.minecraftforge.net/wiki/Sounds_For_Forge_1.3.2
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Wow, that tut doesnt even exist + the one on mcforge wiki is outdated, calclavia, im going to write a tutorial on the wiki once i get my eclipse up
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Help with a mod (Isn't forge but still help please. D:)
Thor597 replied to Kadecamz's topic in General Discussion
Out from your post, this is the best emoticon expressing how I feel about helping you: -
I thought that optifine and forge together makes vines and ladders unclimb-able?
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I fixed it by just changing it to this: package thormod; import net.minecraftforge.event.ForgeSubscribe; import net.minecraftforge.event.entity.player.BonemealEvent; import net.minecraft.src.*; public class ThorMod_EventBonemeal { @ForgeSubscribe public void onUseBonemeal(BonemealEvent event) { if (event.ID == ThorMod.bananaSapling.blockID) { if (!event.world.isRemote) { ((ThorMod_BaSap)ThorMod.bananaSapling).growTree(event.world, event.X, event.Y, event.Z, event.world.rand); } } } }
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Didnt change anything
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This may seem extremely dumb but I cant get it to work: Event Class: Mod File Init: MinecraftForge.EVENT_BUS.register(new ThorMod_EventBonemeal());
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do you have a @SidedProxy and @NetworkMod in your mod base file?
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Believe it or not, that color change happens in a normal furnace aswell, I think it happens when its active but im not quite sure
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How do you use the bonemeal event?
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Yup, that seems to have done the trick. thank you!
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I have tried in every possible way to get it to work, replacing recipes that work with it, and everything. It even works for my other furnace and the default furnace, just not this one, and I dont understand it. All my other recipes and all the other vanilla recipes work
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Like, a hook in AchievementPage where you can customize the Background EG, change the stone texture to your own stone texture if your doing a dimension. would be very nice to have, but if you dont want to do it thats fine. Regards
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Actually I just get a hundred thousand of these:
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Dimension with WorldChunkManager Tutorial please!
Thor597 replied to Thor597's topic in General Discussion
Also please say how you would use the new way of doing Minecraft.usePortal since thats removed