Everything posted by ixDarkLorD
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[1.19.2] Get all item tag names.
I can't get all the item tag names. I've tried to use this method: ForgeRegistries.ITEMS.tags().getTagNames() But it's giving me an empty stream!
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[1.19.2] Render Ghost Item in GUI - Solved
Is there a way to make the Item Renderer render an item with a translucent look? I couldn't figure it out.
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Shaders related! [1.19.2]
I'm having trouble finding a way to access uniforms in the shader programs. What I'm trying to do is when there is an active post-effect I need a way to access the program's uniforms with codes in order to make changes in real-time. public static void activeShader(ResourceLocation shader) { var renderer = Minecraft.getInstance().gameRenderer; renderer.loadEffect(shader); } "shaders/program/testing.json" { "blend": { "func": "add", "srcrgb": "one", "dstrgb": "zero" }, "vertex": "sobel", "fragment": "darklight:testing", "attributes": [ "Position" ], "samplers": [ { "name": "DiffuseSampler" }, { "name": "PrevSampler" } ], "uniforms": [ { "name": "ProjMat", "type": "matrix4x4", "count": 16, "values": [ 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, 0.0, 0.0, 1.0 ] }, { "name": "InSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, { "name": "OutSize", "type": "float", "count": 2, "values": [ 1.0, 1.0 ] }, { "name": "VoidSize", "type": "float", "count": 1, "values": [ 1.0 ] } ] }
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Binding Item to custom Model <Minecraft 1.19.2>
Sorry If I'm asking too much! How can you obtain the soul jar item for any mobs? By crafting them or interacting with a specific mob?
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Binding Item to custom Model <Minecraft 1.19.2>
I've got no solution for this particular way. But may I suggest? You can create one singular item and store the entity's data using NBT or Capability. It will make things easier and cleaner.
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Rendering Related | Solved [1.19.2]
Nvm! It took me 1 hour to figure out that I put the RenderType$CompositeState#setDepthTestState to NO_DEPTH_TEST
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Rendering Related | Solved [1.19.2]
Hi everyone! I have a hard time figuring out a way to make these box to not render behind the solid blocks. So, is there a way to prevent this from happening? Any ideas?
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Spawning player clone 1.19.2
Finally! I did it 🕺🤍
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Spawning player clone 1.19.2
Yeah, I got what you are saying. But the thing that I'm trying to do is to add the player replica entity to the client side so can only the same player who initiates the summoning can see it. It doesn't matter if it's a phantom, Because I will not save any data in it. I just want it for client camera manipulation. I think what I got wrong is using an id that already used and unproper player replica entity class. As for my use of the BlockEvent, I used a packet sent from the server to client to add the entity for the player.
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Spawning player clone 1.19.2
I want to make a player clone to spawn it in the world, but I can't figure it out. When I spawn the entity, the model doesn't render. So this is the player clone class: public class PlayerClone extends AbstractClientPlayer { public PlayerReplacement() { super(Minecraft.getInstance().level, Minecraft.getInstance().player.getGameProfile(), Minecraft.getInstance().player.getProfilePublicKey()); } @Override public boolean isModelPartShown(@NotNull PlayerModelPart part) { return Minecraft.getInstance().player != null && Minecraft.getInstance().player.isModelPartShown(part); } } And this is the way I used to spawn the Entity: @SubscribeEvent public static void onPlayerBreak(BlockEvent.BreakEvent event) { PlayerClone clone = new PlayerClone(); clone.readAdditionalSaveData(Minecraft.getInstance().player.saveWithoutId(new CompoundTag())); BlockPos pos = event.getPos().above(1); clone.setPos(pos.getX(), pos.getY(), pos.getZ()); Minecraft.getInstance().level.addPlayer(clone.getId(), clone); } In the console, I get this warn: Duplicate entity UUID 180df9z1-fs03-344c-a080-009bad2a9z4a: PlayerReplacment['Dev'/641, l='ClientLevel', x=279.00, y=68.00, z=295.00]
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[1.19.2] Structures Protection
@ChampionAsh5357 Thank you! ❤️ You saved me from wasting a lot of time.
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[1.19.2] Structures Protection
Is there a way to protect a specific generated structure from getting destroyed by a player until the player meets certain conditions?
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