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larsgerrits

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Everything posted by larsgerrits

  1. If you have a Block without a custom renderer, you can use the colorMultiplier method to return a hexadecimal color value and Minecraft uses that that to apply colors (that is what those bitwise operaters are doing, getting the RGB values from 1 value). If the player is underwater, that lighting is done automatically somewhere else, so you don't need to worry about that. As for ambient occlusion, if you have a look at RenderBlocks#renderStandardBlockWithAmbientOcclusion , you can see how Minecraft calculates the ambient occlusion. As you can see, it's not easy to replicate and Minecraft doesn't even do that for it's custom renderer block, so you probably don't have to worry about that.
  2. Don't register the IExtendedEntityProperties every time you click a button. Register it once and get it every time you need it. Here's a tutorial by coolAlias.
  3. From TheGreyGhost's blog/lighting post: Use Tessellator#setColorOpaque_F to set the intensity before rendering the actual side. Use 1F for 100%, and e.g. 0.6F for 60%.
  4. How do you build your mod? You have to use gradlew build .
  5. If your graphics card can't use the new OpenGL version, it's time to get a new computer...
  6. 1) Remove the @NetworkMod annotation completely. 2) @PreInit, @Init and @PostInit are removed, change them to @EventHandler. 3) Please use Java coding conventions.
  7. Are you using the SimpleNetworkWrapper? If so, I think your channel name can't be longer then 20 characters.
  8. Option 2 is not possible. You have to use WorldSavedData to save and load your data from the world.
  9. PNJ != PNG
  10. Minecraft already provides mappings for most things. For Blocks: GameRegistry.findBlock . For Items: GameRegistry.findItem . For Entities: EntityList.stringToClassMapping and EntityList.classToStringMapping .
  11. Have a look at the coolAlias' tutorial 'Modding with APIs'.
  12. I think that --version 1.6 is the Java version that is used to compile Minecraft.
  13. [21:44:50] [main/INFO] [FML]: Forge Mod Loader version 7.2.211.1121 for Minecraft 1.7.2 loading There's no point in using 1.7.2. Use 1.8 or 1.7.10.
  14. ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.OPEN).build()); ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.FACING).build()); ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.HINGE).build()); ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.HALF).build()); Don't add a new state mapper for every property, it will replace the previous one added. You'd have to add all of your properties to 1 state mapper.
  15. Caused by: java.lang.NullPointerException at org.objectweb.asm.Item.set(Item.java:230) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.ClassWriter.newMethodItem(ClassWriter.java:1404) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.MethodWriter.visitMethodInsn(MethodWriter.java:888) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.MethodInsnNode.accept(MethodInsnNode.java:133) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.InsnList.accept(InsnList.java:162) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.MethodNode.accept(MethodNode.java:816) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.MethodNode.accept(MethodNode.java:726) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.ClassNode.accept(ClassNode.java:412) ~[asm-debug-all-5.0.3.jar:5.0.3] at io.github.anon10w1z.craftPP.coremod.CppClassTransformer.transformBlock(CppClassTransformer.java:37) ~[CraftPlusPlus/:?] Show line 37 in CppClassTransformer. There's something null on that line which is causing the error.
  16. partArray[i].setPosition(0, ((30 - (2 * i)) / 16) + prevHeight, 0); You set the position relative to 0,0,0. You need to set the relative to the main entity's coordinates (posX,posY,posZ).
  17. Are you stupid, or are you just acting like you are? We said to use pastebin or github, and you just paste random bits of code on the forum...
  18. Yes, but only 1 java file per pastebin.
  19. Use the PlayerTickEvent , and modify the motionX/Y/Z variables in there.
  20. No, for the first you should use the RenderGameOverlayEvent and use this to render your screen in grayscale.
  21. EnderIO's EnderIO is just a block with a giui, and in that gui it renders a 5x5x5 cube of blocks. Nothing to do with a freecam mod. For a freecam mod, the only way I can think of is setting Minecraft#renderViewEntity to your custom entity, and move that entity instead of the player if you're in freecam mode.
  22. Yes, we need your console log to help.
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