
Jaspa_Jones
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Everything posted by Jaspa_Jones
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[UNSOLVED]Adding texture overly to a specific custom Block?
Jaspa_Jones replied to bl4ckscor3's topic in Modder Support
Your issue is not the same. The issue in this thread is combining two textures for a SPECIFIC CUSTOM BLOCK. Your issue is drawing on overlay on ALL BLOCKS. Well, maybe it's not the same but I'm stuck for a long time and like some advice. -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
How would I draw an entity? And by entity, do you mean a mob? -
[UNSOLVED]Adding texture overly to a specific custom Block?
Jaspa_Jones replied to bl4ckscor3's topic in Modder Support
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[UNSOLVED]Adding texture overly to a specific custom Block?
Jaspa_Jones replied to bl4ckscor3's topic in Modder Support
What do you mean? -
[UNSOLVED]Adding texture overly to a specific custom Block?
Jaspa_Jones replied to bl4ckscor3's topic in Modder Support
I would like to do almost exactly the same, but not for entire classes of blocks, but for individual blocks. Independent of their type. For example: The block located at x, y, z (1, 2, 3). How can I add an overlay to this block? I know that I can change the block using setBlock(). However, I do not want to change the block ID. Can anyone help me? -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
Still unsolved -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
Which of my questions did you answer? I'm not that familiar with the drawing process in Minecraft. I've tried some things, but its still vague to me. How do I draw a cube around a specific block location? -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
So I would add entities for each plot and make them appear only if the player pressed P? Then they appear to be blocks? Wouldn't drawing cubes using OpenGL be easier? -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
I understand that you really think I shouldn't use commands. Well, I was planning to extend the Mod of course and this would be my first step into the next direction. I like to take small steps. Also, I'm not that new to programming. I'm just not that used to making Minecraft Mods (yet). Now I hope my question is a bit more clear and it would be nice if someone could point me into the right direction. I've heard about TileEntities, adding Mobs, Drawing blocks over blocks, etc. I don't really know which way to go. I mean, I'd probably find out. It's just that I prefer asking for advice prior to reinventing the wheel -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
What? -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
Yes, that is all working. I'm using commands to do that: http://www.planetminecraft.com/mod/forge-permissions-mod-152/ My question is purely about how to display these protected blocks differently. -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
My case is very simple: I simply have the locations of blocks which are protected stored. For example: X, Y, Z 50, 50, 50 50, 51, 51 51, 50, 51 Then when the Mayor presses P, these protected blocks will highlight. And when he presses P again they will return to normal. The blocks stay the same, it's just the way the user sees them that changes. -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
I think there will be a problem with this. I only want the client to see the protected area highlighted and not the server. Only the Major should have access to this feature of displaying protected areas. The first attempt I did was replacing Block ID's client side which pretty much did the job. However, my console started throwing lots and lots of errors about wrong synchronization between client and server. That's why I would actually prefer to not change anything gameplay related. I would prefer to just like draw another block that is a little bit bigger over the other block like redria7 said using OpenGL. Wouldn't that be a bit more neat and also better? If I would take that route, I just have to know how to draw a block at that particular point and then increase its size a bit. I know how to access OpenGL from Minecraft, but I don't know how to get the right position and draw a solid color cube right there. -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
Yeah I know, but it's still in Alpha state and for Minecraft 1.4.7. Couldn't wait and started That sounds complicated, but I get your idea. Do you have any experience doing things like this? Personally, I've never spawned any mobs. I've tried to stop mobs from moving once, but didn't succeed. Do I need to create a custom mob for this? How can I spawn and kill a mob? And how can I remove its texture? Thanks! -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
Thank you guys for replying! Well basically, I'm writing a mod that features Area Protection and I would like to highlight the protected areas in red. So I would like to make an partly transparent overlay over all the blocks that are protected. No matter what type of block they are. So I do know which blocks (x, y, z) I would like to replace, but the Custom Render function in Forge is (I think) only designed to override block renderers per block type, not per individual block. I would love to not use this Custom Render function and instead draw some overlay in OpenGL for example. I just don't really know where to start with this. -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
Jaspa_Jones replied to Jaspa_Jones's topic in Modder Support
Bump. -
Hi everyone, Basically I'm trying to add a texture overlay to one individual block. Not to a block class, but for example to the block located 50, 50, 50. Whatever type of block it is. My Mod should be able to be installed via a ZIP file, so no changes in original source code. Example: http://www.9minecraft.net/light-level-overlay-mod/ -- My TickHandler: RenderingRegistry.instance().renderWorldBlock(Minecraft.getMinecraft().renderGlobal.globalRenderBlocks, Minecraft.getMinecraft().renderGlobal.globalRenderBlocks.blockAccess, x, y, z, Block.blocksList[ Minecraft.getMinecraft().theWorld.getBlockId( x, y, z ) ], Mod.instance.blockModel ); RenderBlocks.java (I basically disabled normal rendering, and see no more blocks. public boolean renderBlockByRenderType(Block par1Block, int par2, int par3, int par4) {/* int l = par1Block.getRenderType(); if (l == -1) { return false; } else { par1Block.setBlockBoundsBasedOnState(this.blockAccess, par2, par3, par4); this.setRenderBoundsFromBlock(par1Block); switch (l) { //regex: ' : \(l == ([\d]+) \?' replace: ';\ncase \1: return' ::: IMPORTANT: REMEMBER THIS ON FIRST line! case 0: return this.renderStandardBlock(par1Block, par2, par3, par4); case 4: return this.renderBlockFluids(par1Block, par2, par3, par4); case 31: return this.renderBlockLog(par1Block, par2, par3, par4); case 1: return this.renderCrossedSquares(par1Block, par2, par3, par4); case 2: return this.renderBlockTorch(par1Block, par2, par3, par4); case 20: return this.renderBlockVine(par1Block, par2, par3, par4); case 11: return this.renderBlockFence((BlockFence)par1Block, par2, par3, par4); case 39: return this.renderBlockQuartz(par1Block, par2, par3, par4); case 5: return this.renderBlockRedstoneWire(par1Block, par2, par3, par4); case 13: return this.renderBlockCactus(par1Block, par2, par3, par4); case 9: return this.renderBlockMinecartTrack((BlockRailBase)par1Block, par2, par3, par4); case 19: return this.renderBlockStem(par1Block, par2, par3, par4); case 23: return this.renderBlockLilyPad(par1Block, par2, par3, par4); case 6: return this.renderBlockCrops(par1Block, par2, par3, par4); case 3: return this.renderBlockFire((BlockFire)par1Block, par2, par3, par4); case 8: return this.renderBlockLadder(par1Block, par2, par3, par4); case 7: return this.renderBlockDoor(par1Block, par2, par3, par4); case 10: return this.renderBlockStairs((BlockStairs)par1Block, par2, par3, par4); case 27: return this.renderBlockDragonEgg((BlockDragonEgg)par1Block, par2, par3, par4); case 32: return this.renderBlockWall((BlockWall)par1Block, par2, par3, par4); case 12: return this.renderBlockLever(par1Block, par2, par3, par4); case 29: return this.renderBlockTripWireSource(par1Block, par2, par3, par4); case 30: return this.renderBlockTripWire(par1Block, par2, par3, par4); case 14: return this.renderBlockBed(par1Block, par2, par3, par4); case 15: return this.renderBlockRepeater((BlockRedstoneRepeater)par1Block, par2, par3, par4); case 36: return this.renderBlockRedstoneLogic((BlockRedstoneLogic)par1Block, par2, par3, par4); case 37: return this.renderBlockComparator((BlockComparator)par1Block, par2, par3, par4); case 16: return this.renderPistonBase(par1Block, par2, par3, par4, false); case 17: return this.renderPistonExtension(par1Block, par2, par3, par4, true); case 18: return this.renderBlockPane((BlockPane)par1Block, par2, par3, par4); case 21: return this.renderBlockFenceGate((BlockFenceGate)par1Block, par2, par3, par4); case 24: return this.renderBlockCauldron((BlockCauldron)par1Block, par2, par3, par4); case 33: return this.renderBlockFlowerpot((BlockFlowerPot)par1Block, par2, par3, par4); case 35: return this.renderBlockAnvil((BlockAnvil)par1Block, par2, par3, par4); case 25: return this.renderBlockBrewingStand((BlockBrewingStand)par1Block, par2, par3, par4); case 26: return this.renderBlockEndPortalFrame((BlockEndPortalFrame)par1Block, par2, par3, par4); case 28: return this.renderBlockCocoa((BlockCocoa)par1Block, par2, par3, par4); case 34: return this.renderBlockBeacon((BlockBeacon)par1Block, par2, par3, par4); case 38: return this.renderBlockHopper((BlockHopper)par1Block, par2, par3, par4); default: return FMLRenderAccessLibrary.renderWorldBlock(this, blockAccess, par2, par3, par4, par1Block, l); } }*/return false; My BlockRenderer: System.out.println("RENDERING WORLD BLOCK. " + x + " " + y + " " + z + " " + block + " " + modelId); //renders the basic block renderer.renderStandardBlock(block, x, y + 1, z); It prints to the console every frame. It does not render the standard block. Anyone got a clue? Thanks in advance, Jaspa_Jones