Abastro
Forge Modder-
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Everything posted by Abastro
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[1.7.10][Solved] How to conditionally disable player hp regeneration
Abastro replied to Thornack's topic in Modder Support
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. -
Also I think a photo of your model in minecraft would be a great help.
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I think you should override moveEntity, and bounce off when it goes into the water.
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Do you still need some example? Maybe I have one.
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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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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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So what format do you want to follow.
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[1.7.10] [SOLVED] Direct Block Rendering Not Visible?
Abastro replied to weckar's topic in Modder Support
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. -
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
Abastro replied to Thornack's topic in Modder Support
Also, wrapping existing FoodStats object is preferable, since there are some mods using same method. -
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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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?
Abastro replied to UntouchedWagons's topic in Modder Support
It might be defined 'protected' for pooling AxisAlignedBBs. Now pooling method is deprecated, so in changed into public in 1.8 -
[1.7.10] [SOLVED] Direct Block Rendering Not Visible?
Abastro replied to weckar's topic in Modder Support
You should not render your tileentity on updateEntity. (Even on clientside) Just use TileEntitySpecialRenderer for that. -
Where did you hardcode the rotationPitch value?
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[1.8] Alternative for ISimpleBlockRenderingHandler
Abastro replied to Bedrock_Miner's topic in Modder Support
There are only 2 choices: Use TESR, or you should make some Json model. -
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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That is strange. Try printing entity.GetTailFlapSpeed(), and let us know the result.
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[Suggestion] Additional IBakedModel Interfaces - Large Possibility
Abastro replied to EverythingGames's topic in Suggestions
You can do more things with IModel implementation than ICombinedItemModel. On IPerspectiveAwareModel, I think there should be something like entityItem mode, too. -
If this is really a sample mod, I think this post should be under Support & Bug Reports.
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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.