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nexusrightsi

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Everything posted by nexusrightsi

  1. ok im out then, i have 0 experience with 1.8 and i wont be using 1.8 eitherway
  2. did you actually replace your entire class with mine because i left the pixel calculations out. If you did add this at the top of your class ResourceLocation location = new ResourceLocation(ARMain.MODID, "textures/blocks/Pipe.png"); float pixel = 1F/16F; float texturePixel = 1F/32F;
  3. i am not familiar with the changes in 1.8 but in 1.7 you were able to use the BreakBlock event it is called as soon as you start hitting a block. just make a simple check to see if the player has the required level to do so and if not cancel the event.
  4. this is the class i used for testing out and it works. @Override public void renderTileEntityAt(TileEntity tileentity, double translationX, double translationY, double translationZ, float f) { GL11.glTranslated(translationX, translationY, translationZ); GL11.glDisable(GL11.GL_LIGHTING); this.bindTexture(location); TileEntityPipe pipe = (TileEntityPipe)tileentity; drawCore(tileentity); GL11.glEnable(GL11.GL_LIGHTING); GL11.glTranslated(-translationX, -translationY, -translationZ); } public void drawCore(TileEntity tileentity) { Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 1-11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 5*texturePixel); //TOP tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); //BOT tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 1-11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.draw(); } if that doesnt work, i'd advice you to check if you actually registered the renderer in your client proxy
  5. i think its because you register the recipes before you register the blocks/items. that is the only explenation i could think off
  6. show me your code again when its underlining the instance please.
  7. don't forget to register the renderer in your client proxy
  8. Tessellator tl = Tessellator.getInstance(); should be Tessellator.instance; and remove the { } also... you are only rendering one side of the cube here is my code to draw the entire cube tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 1-11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 5*texturePixel); //TOP tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 5*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 1-11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 1-11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); //BOT tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 1-11*pixel/2, 0*texturePixel, 5*texturePixel); tessellator.addVertexWithUV(11*pixel/2, 11*pixel/2, 11*pixel/2, 0*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 11*pixel/2, 5*texturePixel, 0*texturePixel); tessellator.addVertexWithUV(1-11*pixel/2, 11*pixel/2, 1-11*pixel/2, 5*texturePixel, 5*texturePixel);
  9. this is what i use for my recipes, it works for me so it should for you. GameRegistry.addRecipe(new ItemStack(GrindStoneIdle), "srs", "sgs", "pbp", 'r', Items.redstone, 'g', ItemHandler.GrindStone , 's', Blocks.stone, 'p', Blocks.planks, 'b', Items.bucket);
  10. basically you just have to make a block class extending the crop block. then override the onactivation/on right click method where it sets itself to the specific plant stage (metadata) of where its about to generate the harvestable crop and give it to the player. that is pretty much it.
  11. well yeah, don't reference to the actual class but reference to the registered item in probably your main class. you know, the "public static Item Glider = new Glider() bla bla bla"
  12. this.[insert model main part here].addChild( [insert your model part here] );
  13. by changing the par1itemstack's with your glider item.
  14. Why don't you just add the addchilds in the constructor itself, from my own experience it doesn't need a new method for it. You don't have to set the rotation points for childs as they automatically bend along with the assigned part.
  15. Well, first of all in the method where you are trying to change the meta data of the item you forgot to add the part that tells which item is supposed to be in the player inv. thus the same goes for the item that you are trying to change the meta data from.
  16. Well this might not be the help that you originally wanted, but look at the horse code. It technically is a vehicle.
  17. the offset happends when you assign the parts as a child
  18. Use the on experience bar render event, just look up the class that handles the hud and you'll see what i mean.
  19. Well, the spot where they well get teleported to isn't determined just yet. Mainly because the teleport spot will be in a city, which I still have to code into the dimension. Perhaps you could answer my next question, is there an easier way of creating a city without having to manually code the block locations yourself. I have heard about mods that use schematics, but wouldn't that just take like chunks out of the terain if it was being placed into a mountain for example?
  20. Cheers for the help, but do you reckon that I actually need packet sending in this code. It seems not likely but the code that you provided me with shows that in fact there is packet sending going on?
  21. Well, you've pretty much got it all summed up already. All that I want to do is without the use of portals teleport from dimension to dimension. No portals being created in the custom dimension either. I've seen a different method of doing this, however it isn't as elegant as it just removes the obsidian blocks that the portal created. Which can result in death if being spawned in the wrong place. I've already stopped players from making a portal to my custom dimension as they need to lay down on a bed and be fully asleep in order to get teleported. So, that part is down. The main issue is that when I try to teleport its glitches out by creating a portal and then suddenly not as in it(the portal) visually being there for a second and the next second it is gone, but also at that point you get teleported back to the players original coords before the player used the bed method to get teleported. Its quite strange that it actually glitches out like this, I did test it on same dimension teleports where for instance the player gets teleported to its spawn point. Strangely enough it somewhat glitches out in a similar fashion as the other dimension teleport. It teleports the player for a second, and then glitches back to where the player originally was.
  22. Right, thank you! So the Dimension_Multiplyr just takes the instance of your dimension. Well, its kinda hard to reach Delpi since he doesn't respond to pm's. I just have to sit here and hope he'll eventually find this thread Once again, thank you for the help. I'm sure that once I get the World_Properties part info that I'll be able to write my own code instead of using someone else their code.
  23. Hello people, I've been trying to figure out how to disable portal spawning from teleporting to my custom dimension, but till thus far I haven't made any progress with it. Recently I came across this forum thread http://www.minecraftforge.net/forum/index.php?topic=18493.0 where Delpi was so kind to help out someone with a similar problem with this code: Although there are some parts that I don't understand due to their responsive classes missing I guess? public Dimension_Multiplyer instance = Dimension_Multiplyer.instance; World_Properties world_property = Both these classes seem to be missing and it would be helpful if anyone could explain this further to me so i'd understand the code a lot better.
  24. I guess for the block destruction in the instanced dimension its just a simple check whether the player is in the specific dimension and then return the I believe its the canEdit player capability false. But that is just a theory, the living update event should be useful for that.
  25. I guess making your own armour model and setting the different parts of it as an addChild to the model biped body part should do the trick?
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