Everything posted by Abastro
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[1.7.10][Solved] How to conditionally disable player hp regeneration
1. You would have to completely change the onUpdate method. 2. This is what I mean by 'overlap': store the existing FoodStats object, and call its method which you would not want to change.
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[1.7.10] entity.RotationPitch question
Also I think a photo of your model in minecraft would be a great help.
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[1.7.10] Custom EntityItem that float on water
I think you should override moveEntity, and bounce off when it goes into the water.
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Change skyland void color?
Do you still need some example? Maybe I have one.
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[1.7.10] entity.RotationPitch question
In my movement class which is executed server side only. All my mobs motion are set server side. I noticed that the motion and yaw are kept in synch with the client. I noticed that I can play with the pitch by using the client side GL11.glRotated method in the render class (which run client side). But I am curious to know why the pitch needs to be handled by GL11.glRotated... So my question is back ... why rotationyaw is rendered correctly ...but not rotationpitch. I am probably missing something. Please post the image of the fish. I think you should apply rotation yourself. Also please post code of your Render class. this.mouth.rotateAngleX = 0.17F*(MathHelper.cos(f2 * 0.06662F) ) + 0.8726646F; this.bodysection1.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F) ); this.bodysection2.rotateAngleY = 0.2F *(MathHelper.cos(f2 *_fish.GetTailFlapSpeed() * 0.527F - (float)(Math.PI/6)) ); this.bodysection3.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(Math.PI/3)) ); this.bodysection4.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(Math.PI/2)) ); this.bodysection5.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(2*Math.PI/3)) ); this.bodysection6.rotateAngleY = 0.2F *(MathHelper.cos(f2 * _fish.GetTailFlapSpeed() * 0.527F - (float)(5*Math.PI/6)) ); This might make your model like it is applying yaw.
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[1.8][OpenGL] Entity rendered too bright
Strange. It seems like blending function does not applied when 2 entities are drawn. I think it is reset to the GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE) then, but idk why.
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[1.8] Tips about making an animation API
So what format do you want to follow.
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[1.7.10] [SOLVED] Direct Block Rendering Not Visible?
x, y, z is just the entity's relative position.. You should get the position from the tileentity. & you cannot just use 'renderBlockAllFaces' in TESR. There are plenty of tutorials there, find and follow them.
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[1.8] Tips about making an animation API
Do you have problems with interpolations? Or is it totally another thing?
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[1.7.10][Solved] How to conditionally disable player hp regeneration
Also, wrapping existing FoodStats object is preferable, since there are some mods using same method.
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[1.8] Multi-layer block model
1. You should wrap the existing model. First just set all methods return the result of same method in existing model. Then change some methods in your needs 2. You can change the tint value when quads are baked. You can first get the quads from existing model's getGeneralQuads, and change the tint, after that return that in your own getGeneralQuads.
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[1.8][OpenGL] Entity rendered too bright
Please try changing blend function into GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE) & GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ZERO) and take screenshots of them, for debug purpose. (Because it might be problem of blending)
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[1.7]Why is AxisAlignedBB's constructor protected?
It might be defined 'protected' for pooling AxisAlignedBBs. Now pooling method is deprecated, so in changed into public in 1.8
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[1.7.10] [SOLVED] Direct Block Rendering Not Visible?
You should not render your tileentity on updateEntity. (Even on clientside) Just use TileEntitySpecialRenderer for that.
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[1.7.10] entity.RotationPitch question
Where did you hardcode the rotationPitch value?
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[1.8] Alternative for ISimpleBlockRenderingHandler
There are only 2 choices: Use TESR, or you should make some Json model.
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[1.8] RenderingRegistry Not Replacing RenderPlayer For EntityPlayer
Oh I was really blind. I just couldn't find the way to change cape then;
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[1.8] RenderingRegistry Not Replacing RenderPlayer For EntityPlayer
Removal of cape location? WHAT? I remember that changing skin/cape resource location was possible in 1.7 It is now impossible in 1.8, so there can't be any skin replacement.
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[1.7.10] Simple RotationYaw question
I think you should gradually change the water mob's motion. If you don't want that, you have to animate it with tick durations.
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[1.7.10] Few ModelBase class basic question.
That is strange. Try printing entity.GetTailFlapSpeed(), and let us know the result.
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[1.8] RenderingRegistry Not Replacing RenderPlayer For EntityPlayer
Oh I didn't know that.. I think it is similar with the removal of cape location.
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[Suggestion] Additional IBakedModel Interfaces - Large Possibility
You can do more things with IModel implementation than ICombinedItemModel. On IPerspectiveAwareModel, I think there should be something like entityItem mode, too.
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Cannot run sample mod
If this is really a sample mod, I think this post should be under Support & Bug Reports.
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[1.7.10] Few ModelBase class basic question.
1. The properties should be saved in entity. 2. You can't. Just sync/update entity with it. 3. Those fields are automatically synced, so you need not sync it manually. 4. Maybe vanilla codes? idk.
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[1.8] RenderingRegistry Not Replacing RenderPlayer For EntityPlayer
RenderPlayerEvent is currently not called on 1.8, due to Mojang's EULA. I think you should do it in your item. If its action is similar with bow, return EnumAction.BOW on Item#getItemUseAction(ItemStack stack).
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