Everything posted by larsgerrits
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[Solved] Integer not incrementing (It sounds weird, I know) [1.6]
Hello once again, This time i have a very simple problem for you guys, but i can't see it. The problem is that i use this code: this.redstonePower+=1000; but that won't increment, it just stays at 0. Any ideas why?
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"modify" the canHarvestBlock() method
I would go for ASM of Reflection (if they aren't the same)
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Connecting Block (like fence) How to?
The way i did it, is just make a custom modelled block, and render some parts when the blocks are side-by-side.
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[Unsolved] Custom modeled block disappearing on side of screen [1.6]
Hello, I have made a custom modeled block and it workd, but the only thing is that the model disappears if it was on the side of the screen. I have done something with collisions, but it didn't work. Even when the collision boxes are 1x1x1. Any ideas?
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[Unsolved] Crash from IItemRenderer for my custom model[1.6]
Thanks, I had to fiddle a bit around a bit to make it work, but it works!
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Cannot open my GUIS
Does it say to the player that its locked
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[Unsolved] Crash from IItemRenderer for my custom model[1.6]
I have followed a tutorial and used the EXACT same code, except for the TileEntity name. I guess i will need to copy the TileEntitySpecialRenderer class...
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[Unsolved] Crash from IItemRenderer for my custom model[1.6]
What code in my TileEntity? There's no code in my TileEntity, it's just empty, only a empty constructor.
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[Unsolved] Crash from IItemRenderer for my custom model[1.6]
Anyone?
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[Unsolved] Crash from IItemRenderer for my custom model[1.6]
And how would i be able to solve this? This is the first time i'm doing custom item renderers.
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Using redstone to alter TESR texture. Spot my stupid mistake!
I hate packets too, but i guess i need to learn them some time...
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Using redstone to alter TESR texture. Spot my stupid mistake!
I think you need to sync your TileEntity class between client and server, cause i think that on the server-side isPowered = true , but on the client-side isPowered = false
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[Unsolved] Crash from IItemRenderer for my custom model[1.6]
Ok,i have another problem for you. I have made a custom model for my block, and it renders ingame, but when adding the IItemRenderer class, it crashes. Here's the crash report: I don't know how to fix it, everything seems fine to me.
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
Thank you so much! Finally this problem is solved!
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
After a bit of testing, it seems like to me, that the TileEntityRedstonePowerCable#renderTileEntityAt is passing the players position OR the coordinates (0,0,0), cause in the IItemRenderer class (which i will be implementing once this is working) is passing the coordinates (0,0,0) TileEntityRenderer.instance.renderTileEntityAt(new TileEntityRedstonePowerCable(), 0D, 0D, 0D, 0F); but i don't know howto put the right coordinates there...
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
Ok, i'll tidy up the ConnectingIds class, and hope that it makes the bug more clear...
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
If i place it on the coordinates (114, 64, 436) it gives me this log: It seems like it can't always find the right coordinates, but it mostly will, but even then, it's not rendering
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
Anyone?
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one block name overwriting the rest
Can i see the Jackolantern, Creeperlantern and Zombielantern class?
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one block name overwriting the rest
Did you set the unlocalized/ have the same unlocalized for every block?
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
Yeah, they do render if i put that instead, so it must be with the if checks, but i dont see why, it's working for my bounding boxes.
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
Ok, i'm gonna do my best to explain it. First of all the middle part is what is supposed to render all the time, even if there are no other cables next to it. The extensions are the part that need to render based on adjacent cables, like if there are 2 cables next to each other and they are connecting. In my bounding box picture you can see what i mean with "connecting" [spoiler=Bounding Boxes] As you can see,the bounding boxes are extending out to the cable block next to it, and the same for the other directions. In this picture: you can see that if there are 2 cables (stone) next to each other the extensions (repeaters) are facing to the cable next to it. And if there are no other cables next to it, it doesn't render any extensions at all. I hope that i explained it well enough to understand, and if you need more explanation, just aks
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
I've been trying to figure it out for about 3 days, but i can't find the problem. I really need the help!
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Problems with Tile Entity Rendering and Bounding Boxes
In the ClientProxy class, try adding a String (can be anything, as long as it's unique) between the "TileEntitySpikes.class" and "new RenderBlockSpikes()". It solved it for me.
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[Solved]TileEntitySpecialRenderer not rendering based on adjacent blocks[1.6]
Anyone?
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