Thank you for replying so fast.
Yes, I could set up a special Renderer for that, but this is really complicated in comparison to Creating a MyParticleFX.java and just letting this implement ITextureProvider and then using:
EntitySmilieFX var21 = new EntitySmilieFX(mc.theWorld, playz0r.lastTickPosX,playz0r.lastTickPosY,playz0r.lastTickPosZ, 0.1D, 1.0D, 0.1D,5);
mc.effectRenderer.addEffect((EntityFX)var21,var21);
but atm this
public void addEffect(EntityFX effect, Object effectObject)
{
if (effectObject == null || !(effect instanceof EntityDiggingFX || effect instanceof EntityBreakingFX))
{
addEffect(effect);
return;
}
:
:
prevents this by calling addEffect(EntityFX)
public void addEffect(EntityFX par1EntityFX)
{
int var2 = par1EntityFX.getFXLayer();
if (this.fxLayers[var2].size() >= 4000)
{
this.fxLayers[var2].remove(0);
}
this.fxLayers[var2].add(par1EntityFX);
}
Here, for some reason, the hashtable for linking a texture-file with the EntityFX is not used.
Using custom particles would be a LOT easier with this small change. I think this would not be too hard to change. I'll change this for my mod, so I can use this the easy way.
mfg,
Tobias