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Abastro

Forge Modder
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Everything posted by Abastro

  1. Scaling and Translating should be done before the the render code is called.
  2. You can just send a message(packet) from client to server. Then in your IMessageHandler, you can get the player instance from MessageContext. You can make the player invisible with the instance.
  3. I think you need StructureStart#generateStructure. It's called when the structure is starting to be generated.
  4. I think you are not allowed to do that.. Also RenderPlayerEvent will not work on 1.8;
  5. Did you check if they are equal by equals method?
  6. Then there is no way theoretically...
  7. I think you should use World#setBlockState(...)
  8. Check if the metadata of the block to be replaced is 1(Granite). If you cannot, please post the code. EDIT: Do not use metadata. You might be able to get the state 'Granite', and just compare it with state of a block.
  9. There are partialTicks parameter on the doRender method. It might be the last parameter.. Check it!
  10. Nothing much changed from the 1.7.10 to 1.8 on custom dimension, so you can still use the 1.7 tutorial for 1.8 versions.
  11. That is not an excuse. You should check the field: Main.CastleWall1 Since you can still be able to break and place a block when the field with the block is null. (Then you might be registered another new instance of a block.)
  12. Then please post the code of the class.
  13. Did you reference any of the client classes or use some @SideOnly? You should not do that on Dedicated Server.
  14. You should set the block's name.. (by setBlockName or setUnlocalizedName)
  15. try using lowercase only.
  16. It's simple, use Loader.isModLoaded(String modname). To find some items, GameRegistry.findItem(String itemName) would work.
  17. Show the Gui code containing the PlaceList.
  18. I think there was a tutorial for that on Tutorial section. It was a way using TileEntityItemStackRenderer.
  19. Wait, what is the opacity value? I think there is only RGB + Alpha data on png file.
  20. For each block with TileEntity on specific world position, there is a TileEntity matches the block. So you can store data as normal field, and read and save the data using readFromNBT & writeToNBT There are plenty of tutorials describing how to make TileEntity, so you would easily be able to make one.
  21. Sorry, I misunderstood your post; What do you mean by 'not taking into account the opacity of the .png file'? Does it ignore alpha channel?
  22. You can scale the rendering using GL11.glScalef(float xScale, float yScale, float zScale). Note that you should work on new matrix when scaling, using GL11.pushMatrix() and GL11.popMatrix(). (So pushMatix -> scale -> rendering -> popMatrix)
  23. Entity#onGround is public flag(boolean), so you can use that.
  24. 1. Do you know how to use Tessellator? 2. I think you should use GL11.pushMatrix() and GL11.popMatrix(). Google how to use them.
  25. What do you mean by slots? Is it your custom slot texture? Also, are you getting the problem on every renderType?
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