Everything posted by Naiten
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How do I make my block have a custom render> (EG Chest, signs ect)
Eh. Check my pastebins. Basemod. http://pastebin.com/QbCrDCLf Block. http://pastebin.com/DaBKhrTj TileEntity. http://pastebin.com/TJX69p1S Renderer. http://pastebin.com/Gcrct5NT
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How do I make my block have a custom render> (EG Chest, signs ect)
Eh. Check my pastebins. Basemod. http://pastebin.com/QbCrDCLf Block. http://pastebin.com/DaBKhrTj TileEntity. http://pastebin.com/TJX69p1S Renderer. http://pastebin.com/Gcrct5NT
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How do I make my block have a custom render> (EG Chest, signs ect)
If ModLoader classes are just wrappers to accomplish compatibility, there's no difference what to use. I just took my old code, find out it's still working and continued using it.
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How do I make my block have a custom render> (EG Chest, signs ect)
If ModLoader classes are just wrappers to accomplish compatibility, there's no difference what to use. I just took my old code, find out it's still working and continued using it.
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How would I set my blocks metadata depending on the players direction?
Only easy way for is too make tileentity and rotate it's renderer... Hope there are more easy ways.
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How would I set my blocks metadata depending on the players direction?
Only easy way for is too make tileentity and rotate it's renderer... Hope there are more easy ways.
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Horizontal Bow Renderer?
I think, placing GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); or GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F); somewhere in the beginning of the code will help you.
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Horizontal Bow Renderer?
I think, placing GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); or GL11.glRotatef(90.0F, 0.0F, 0.0F, 1.0F); somewhere in the beginning of the code will help you.
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How do I make my block have a custom render> (EG Chest, signs ect)
Extend your block class as BlockContainer, make a TileEntity and TileEntitRenderer classes, then put the code in to your block class public boolean renderAsNormalBlock() { return false; } public boolean isOpaqueCube() { return false; } public int getRenderType() { return 0; } public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l) { return false; } public TileEntity createNewTileEntity(World world) { return new TileEntityYourBlock(); } your main class load method ModLoader.registerTileEntity(net.yourpackage.src.TileEntityYourBlock.class, "Name", new TileEntityYourBlockRenderer());
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How do I make my block have a custom render> (EG Chest, signs ect)
Extend your block class as BlockContainer, make a TileEntity and TileEntitRenderer classes, then put the code in to your block class public boolean renderAsNormalBlock() { return false; } public boolean isOpaqueCube() { return false; } public int getRenderType() { return 0; } public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l) { return false; } public TileEntity createNewTileEntity(World world) { return new TileEntityYourBlock(); } your main class load method ModLoader.registerTileEntity(net.yourpackage.src.TileEntityYourBlock.class, "Name", new TileEntityYourBlockRenderer());
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How would I set my blocks metadata depending on the players direction?
m( Show me your texture and subblocks.
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How would I set my blocks metadata depending on the players direction?
m( Show me your texture and subblocks.
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How would I set my blocks metadata depending on the players direction?
Put this code into your block's onBlockPlacedBy int dir = MathHelper.floor_double((double)((entityliving.rotationYaw * 4F) / 360F) + 0.5D) & 3; world.setBlockMetadataWithNotify(i, j, k, dir, 0);
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How would I set my blocks metadata depending on the players direction?
Put this code into your block's onBlockPlacedBy int dir = MathHelper.floor_double((double)((entityliving.rotationYaw * 4F) / 360F) + 0.5D) & 3; world.setBlockMetadataWithNotify(i, j, k, dir, 0);
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[Solved]Tile Entity params loss
Problem solved. That helped public Packet getDescriptionPacket() { NBTTagCompound nbtTag = new NBTTagCompound(); this.writeToNBT(nbtTag); return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, nbtTag); } public void onDataPacket(INetworkManager net, Packet132TileEntityData packet) { readFromNBT(packet.customParam1); }
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[Solved]Tile Entity params loss
Problem solved. That helped public Packet getDescriptionPacket() { NBTTagCompound nbtTag = new NBTTagCompound(); this.writeToNBT(nbtTag); return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, nbtTag); } public void onDataPacket(INetworkManager net, Packet132TileEntityData packet) { readFromNBT(packet.customParam1); }
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[Solved]Tile Entity params loss
public int mid = 0; makes no result.
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[Solved]Tile Entity params loss
public int mid = 0; makes no result.
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[Solved]Tile Entity params loss
Hi there. Here's my code package net.railowar.src; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; import net.minecraft.world.World; public class TileEntityBlockZRail extends TileEntity{ public int mid; @Override public void writeToNBT(NBTTagCompound par1NBTTagCompound) { super.writeToNBT(par1NBTTagCompound); par1NBTTagCompound.setInteger("mid", mid); } @Override public void readFromNBT(NBTTagCompound par1NBTTagCompound) { super.readFromNBT(par1NBTTagCompound); this.mid = par1NBTTagCompound.getInteger("mid"); } } But after i save/load, it loses all those mids...
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[Solved]Tile Entity params loss
Hi there. Here's my code package net.railowar.src; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.tileentity.TileEntity; import net.minecraft.world.World; public class TileEntityBlockZRail extends TileEntity{ public int mid; @Override public void writeToNBT(NBTTagCompound par1NBTTagCompound) { super.writeToNBT(par1NBTTagCompound); par1NBTTagCompound.setInteger("mid", mid); } @Override public void readFromNBT(NBTTagCompound par1NBTTagCompound) { super.readFromNBT(par1NBTTagCompound); this.mid = par1NBTTagCompound.getInteger("mid"); } } But after i save/load, it loses all those mids...
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