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charsmud

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Everything posted by charsmud

  1. 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?
  2. 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.
  3. 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?
  4. 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?
  5. 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.
  6. 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.
  7. 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?
  8. 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!
  9. Doing that increased the radius that it oribits.
  10. 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?
  11. I am translating then rotating. Here's the rotating + translating code: And here's the whole file:
  12. 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.
  13. 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?
  14. 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?
  15. 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.
  16. 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....
  17. 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?
  18. 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:
  19. 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?
  20. 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.
  21. I feel like I messed up somewhere.... now the image doesn't even render, even messed up...
  22. 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?
  23. 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.
  24. 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.
  25. 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?
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