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Abastro

Forge Modder
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Posts posted by Abastro

  1. Where did you hardcode the rotationPitch value?

     

    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.

  2. 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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