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Ellbelly

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Everything posted by Ellbelly

  1. Where do you think? What about net.minecraft.world.gen?
  2. After loads of testing I think I have fixed the height issues. But I am still noticing orange trees inside vanilla trees.
  3. I have created a custom tree but I have some problems with it when it spawns in the world. My first problem is it spawning inside vanilla trees. My second problem is the height of the trees I have set the height to be 5 but it spawns really small trees, and tall trees. WorldGenOrangeTree WorldGenerator
  4. I was trying to add a custom fish but I don't know how to add it to be caught using the vanilla rod without editing base classes?
  5. Yes... does it make any difference.
  6. Does any one have any idea?
  7. I updated to the latest forge and I'm pretty sure its fixed now Yay Nope that didn't fix it
  8. Minecraft Version 1.6.2 FML Version 6.2.35.804 Minecraft Forge 9.10.0.804
  9. You have to register the texture in a block or item file I would use the block you are making the particle spawn from. Vswe has a good tutorial on this
  10. I have made a custom particle and got a custom texture for it but sometimes when I load up my minecraft the custom particle is really dark And I don't know why? How the particle should look: How the particle looks when it has the dark glitch: EntityFX Class: package minecraft.Mod.common; import net.minecraft.client.particle.EntityFX; import net.minecraft.client.renderer.Tessellator; import net.minecraft.world.World; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public class EntityYellowFlameFX extends EntityFX { /** the scale of the flame FX */ private float flameScale; public EntityYellowFlameFX(World par1World, double par2, double par4, double par6, double par8, double par10, double par12) { super(par1World, par2, par4, par6, par8, par10, par12); this.motionX = this.motionX * 0.009999999776482582D + par8; this.motionY = this.motionY * 0.009999999776482582D + par10; this.motionZ = this.motionZ * 0.009999999776482582D + par12; double d6 = par2 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F); d6 = par4 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F); d6 = par6 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F); this.flameScale = this.particleScale; this.particleMaxAge = (int)(8.0D / (Math.random() * 0.8D + 0.2D)) + 4; this.noClip = true; // This is where the particle gets it texture func_110125_a(BlockYellowFluoriteTorch.particleIcon); } public int getFXLayer() { return 1; } /** * Gets how bright this entity is. */ public float getBrightness(float par1) { float f1 = ((float)this.particleAge + par1) / (float)this.particleMaxAge; if (f1 < 0.0F) { f1 = 0.0F; } if (f1 > 1.0F) { f1 = 1.0F; } float f2 = super.getBrightness(par1); return f2 * f1 + (1.0F - f1); } public void renderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7) { float f6 = ((float)this.particleAge + par2) / (float)this.particleMaxAge; this.particleScale = this.flameScale * (1.0F - f6 * f6 * 0.5F); super.renderParticle(par1Tessellator, par2, par3, par4, par5, par6, par7); } /** * Called to update the entity's position/logic. */ public void onUpdate() { this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; if (this.particleAge++ >= this.particleMaxAge) { this.setDead(); } this.moveEntity(this.motionX, this.motionY, this.motionZ); this.motionX *= 0.9599999785423279D; this.motionY *= 0.9599999785423279D; this.motionZ *= 0.9599999785423279D; if (this.onGround) { this.motionX *= 0.699999988079071D; this.motionZ *= 0.699999988079071D; } } }
  11. I don't really understand in words what needs to be done because I'm fairly new to modding and I understand how every thing works but I don't know all the correct terms for things (e.g, Flush, Bind). And I understand that you don't want to post code because you don't want me to copy and paste it which means I would learn nothing. And I completely understand that. Thanks for trying to help I really appreciate it , maybe you could say it in an easier way but if you don't want to that's completely fine because I might not get it still.
  12. Hi thanks for replying but I'm not exactly sure what to do still because I'm not the best at modding. Could you maybe post an example or something that I can go by.
  13. I have posted recently about a creating a custom particle and I managed to get a custom particle but I need to change the texture of it. Here is my code does any one know how I could direct it to a new directory with a new particle sheet?
  14. Is there a way to create a new particle really easy in forge. Is there a line that you can have in your base mod? I know how to spawn the particle I just need the particle file with a new texture
  15. Hmm well that's how i have it I think. When i run it like this it the textures come up as missing? /.minecraft/mods/MyMod/minecraft/OresMod |_ |_ /textures /client- Classes | /common- Classes |_ /blocks- Pictures /items- Pictures /armor- Pictures
  16. I want all the classes and textures to be in the mods folder but i can only have to textures in the minecraft.jar other wise it wont work? How do you make it so that you can have the textures and the classes in one folder in the mods folder?
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