
charsmud
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Everything posted by charsmud
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Hello! I need to change an entity's UUID: I am able to retrieve the entity's UUID, but am unable to set it. I am currently in 1.6.2, and am hoping that 1.7.2 will hold the changes to UUIDs necessary to be able to do this, or is this already implemented without reflection?
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Hello! I was messing around with 1.6.2 when I realized that mc.getMinecraftDir() is missing? What do I do now to get the directory? I'm rather used to mc.getMinecraftDir, so that's all that I really know.
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Despawn all entities and prevent any from spawning unless told so
charsmud replied to charsmud's topic in Modder Support
I tried iterating the world.loadedEntityList with this world var: World world = mc.theWorld; However, this did not actually despawn anything (probably because it's client side). Any ideas? -
Hello! I need to do a few things: 1. Despawn all EntityLivings in the world. 2. Prevent any new EntityLivings from spawning in the world. 2a. Only allow entities to spawn if I instruct them to. I have no idea where to start with this. I have dug around in the World code and the entity code, but to no avail. Any ideas?
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It has to have some sort of modular expansion, as the villages are modular. I need to access whatever is used to modulate the village.
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I don't think that's what I need.... I was thinking of just saving the mapping or whatever villages use when they generate for the modulation and then just referencing that whenever I need it, but I'm not entirely sure that this is something that you can do without editing base classes...... I might be able to do it with reflection whenever a village generates but I'm not entirely sure if this would work.
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Hello! Is there a way that I can access a Village structure so I can create new buildings? I DO NOT mean adding new modded buildings to a village: I want to be able to essentially "expand" villages that have been generated. I've looked through the events, but I couldn't find one that pertains to my situation. Any ideas?
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Figured it out! After some experimentation, I figured out that this line was controlling the distance from the center: GL11.glTranslated(0, 3, 0);//noted 2 I changed i to 0, -1, 0 and it was right above the head! Thanks very much for all the help!
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Doing that increased the radius that it oribits.
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Hm, still didn't work. I noticed that the drawing code is for the image laying down: what if it's changed so that it renders with the image facing forward?
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I am translating then rotating. Here's the rotating + translating code: And here's the whole file:
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Sure. Here's a link to an imgur gallery: Essentially, the image is rotating AROUND the villager and not around the center of the texture, so instead of spinning, it's going in a circle.
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Thanks, that fixed the rotation problem! However, now the image rotates around the villager, instead of just spinning on it's center.... any idea how to fix that?
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It worked, thanks! I just need to rotate the image 90 degrees on an axis, but I can figure that out. Thanks for all the help! If I wanted to move the image up a bit, I would just edit the 2nd var in addVertexWithUV, right?
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OK, so the image is now centered. I changed the rotation to this: GL11.glRotatef(-player.rotationYaw, 0.0F, 1.0F, 0.0F); GL11.glRotatef(player.rotationPitch, 1.0F, 0.0F, 0.0F); And now it rotates wierdly.... I probably want cylindrical billboarding (that's just spinning in the center axis, right? ). Off-Topic: let's not get into Direct3D vs OGL, that never ends well, and they both have their benefits.
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Ok, I was able to translate it over to the Entity. However, I think my billboarding is messed up.... The texture is also not over the villager (I have NO idea how to fix this. ) The texture is still screwy like this as well: OFF-TOPIC: I was going to learn OGL, but I decided with DirectX instead, as OGL was just a bunch of states that were enabled or disabled....
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I replaced the RenderLivingEvent with RenderLivingEvent.Specials.Pre and it worked! However, it's over the player's head but not the villager (which I thought I prevented in my VillagerBubbleHandler): Also, the image is distorted like this: Any ideas?
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I put prints in the @PreInit. Both print just fine. My CommonProxy and ClientProxy: I believe that it is initializing correctly, but I get this error on load, but the game still loads:
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OK, I added prints here: None of those prints print. I also added some in the main mod file, but those print just fine. I also edited the tesselator addVertexWithUVs... is this a more reasonable size?
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Now I cannot get it to render at all! Here are my files: I have NO idea why it's not working when Its a copy-paste of what I had before. The image is in the right place.
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I feel like I messed up somewhere.... now the image doesn't even render, even messed up...
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Hm.... neither of those worked. Nothing now appears. Here's what I have edited: I was going to learn OGL but then I settled with Direct3D instead. Have any idea why it's not rendering?
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Do you know how to do that? I'm guessing you get the x, y, and z coordinates of a mob but I'm not sure what to do from there.... I'm a bit of a noob at OpenGL, as I haven't really delved that deep into it.
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Please give us your main mod file (the one with the @Mod annotation). The error is originating from in there, so we need that file.
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OK, I have made progress.... however, it seems to be glitching out. Here are the relevant files: I am also getting this error upon start, but the game runs fine: I also tried using the nameplate rendering code directly from EntityLiving.java, but that just glitched out and did not have the results that I want. Any idea?