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ss7

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Everything posted by ss7

  1. Hello, You have to remove all the dots from the names of your cubes in blender. ss7
  2. Hello, You need to post the WHOLE crash log. Maybe you should check "Triangulate Faces" when you export you OBJ in Blender. ss7
  3. Hello, No, you can leave your IElectric empty. You have your TESR now, right? So you insert this in your Blocks class: Now you need to register your TESR in your ClientProxy: ClientRegistry.bindTileEntitySpecialRenderer(YourTileEntity.class, new YourTESR()); Hope that helped! ss7
  4. Hello, No, that IElectric is not important. All my electric TileEntitys are implementing this, so that my cable connects to them. @diesieben07 Is there a way to render an .obj with a ISBRH? ss7
  5. Hello, You can also use a TESR and a .obj to render it. I made a screenshot of my cable for you: Each of the sides has a different name, for example the left side is called Left. Here is my code i use to render it: I wonder why so many people are using ISBRHs instead of TESRs. They're much easier to use especially with a .obj. ss7
  6. Hello, Thank you very much, TGG. This line of code really helped me: AxisAlignedBB.getBoundingBox(xCoord, yCoord, zCoord, xCoord + 1, yCoord + 1, zCoord + 1); BTW: On the picture are 6 TileEntitys that are connecting to each other. Now it works perfectly! Thank you VERY much! ss7
  7. Hello, Thank you for your answer, but i don't know what i should return there. I tried it with this: But when i place a cable next to another both cables are not rendering at all. Should i also extends the BoundingBox in the Block class? ss7
  8. Hello, Here is an example of the IConnectionHandler i use to print my update message: You have to register it like this: NetworkRegistry.instance().registerConnectionHandler(new ConnectionHandler()); Hope that helps. ss7
  9. Hello, I render a cable with a TESR and connected textures. It's all working fine except when a cable is at the side of the screen it's not connecting anymore. Here are 2 screenshots of what i mean: http://i.imagebanana.com/img/ppdhckxb/20131117_12.17.03.png[/img] http://i.imagebanana.com/img/pbi82ziz/20131117_12.17.13.png[/img] Here is the TESR code: I'm using a .obj to render the cable. Thanks in advance! ss7
  10. @Machir That's not working for me. ): @TGG Yes, you misunderstood me, i mean the text and not the rectangle behind it. @FBalazs I tried that, but it's also not working. Should i move only the DEPTH_TEST or also the DepthMask thingy? The weird thing is, that the text is perfectly white if i replace the code of the name above the player with mine, it's just not working for blocks. BTW: I use a TESR for the rendering. ss7
  11. Hello, I tried it with the tessellator.disableColor(); but that's making no difference. It's still gray. BTW: I tried my rendering code on the player name and there it's working fine and it's colored white, but not on a block. ss7
  12. Hello, I'm rendering a label above a block and all is working fine except that the label is kinda grayish and i would like to have it white. Here is my code: Here is a screenshot of what i mean: http://i.imagebanana.com/img/5dbg9j9j/20131114_15.15.10.png[/img] I hope you can help and thanks in advance! ss7
  13. Hello, I've got a big problem. I'm trying to recompile and reobfuscate my mod, but after i reobfuscate it, there are only server-side classes in the reobf folder. No renderers, models, etc.... I've tried it on 2 computers. Neither Mac OS X nor Windows has recompiled all client resources. I just don't know why. Thank you in advance! ss7
  14. Hello, You should check for par3World.isRemote == false before you spawn, because you spawn it on the client and the server side and on the client side it's not moving. So your code should look like this: Also, i changed the setPosition to setPositionToUpdate, i don't know if it's necessary, but i do it like this and it's working like a charm. I hope i helped. ss7
  15. Hello, I don't think the problem is the -source 7 but it's that the client resources like renderers and models are not recompiled or reobfuscated. I've tried it on 2 computers. Neither Mac OS X nor Windows has recompiled all client resources. I don't know why. ss7
  16. Hello, Finally, i'm trying to recompile and reobf my mod, so my friends can play with it. But whenever i run recompile.sh, it throws me an error, that strings in switches are only allowed in Java 7, but i've set the workspace JRE to JRE-7 and all is working fine if i run it with eclipse. I've tried adding -source 7 to the runtime arguments for the recompile.py but that doesn't work. I have no idea how i can solve that. I googled for it, but no such luck. EDIT: It seems that it also only recompiles server things, but not TESR's or Models. Thank you in advance! ss7
  17. Hello, This might help you (it's from a TileEntity): And for writing: ss7
  18. Hello, Thank you very much, Mazetar that was exactly what i was looking for. But there is a little problem. I looks like my texture that is drawn is 1px of the height too small. I've tried modifying these u and v parameters, but then it just looks ugly. If you know how to solve this problem, then i can give you a "Thank you", muhahaha EDIT: OK, i decided that i won't use this method, because the image just looks compressed when it's not fully drawn, so i'll have to live with that i have to create a 256x256 empty texture for only one small image. I'll give Mazetar a "Thank you" anyways. CLOSED ss7
  19. Hello, My code looks like this: the maximum of tileentity.power is 42, and my texture is 42x16. ss7
  20. Hello, I'm trying to draw a picture on a GUI that's in a different file. So i'm binding the texture and drawing it with drawTexturedModalRect. But when i do this with a texture that's for example 32x32 it's just scaled wrong. I've tried adding a GL11.glScalef(0.5F, 0.5F, 0.5F) before it and resetting it with the same method with 1, 1, 1 as parameters but then are all other GUI Objects like buttons are wrong scaled. As a solution i'm just creating a transparent 256x256 texture and putting my 32x32 texture in the top left corner, but i think there's a better solution to it. Thanks in advance. ss7
  21. Hello, I think the easiest way to do this is to create a class which implements IConnectionHandler and use this function: public void playerLoggedIn(Player player, NetHandler netHandler, INetworkManager manager) Thats how i do it. ss7
  22. Hello, @GotoLink You don't even need a list or a map if you use my code: with that damageDropped(1) == 0 thingy i'm checking if the block is a metadata block because i'm always overriding that in my metadata blocks. BTW: It also registers TileEntity's automatically! I'm using this for all my mods and it works perfectly! ss7
  23. Hello, @shucke Have you even looked at my Block class? There is already that damageDropped() method! The strange thing is that the block drops with metadata 1. EDIT: OK, i haven't had that setHasSubtypes(true) in my ItemBlock class. That solved everything! This is now SOLVED ss7
  24. Hello, I've made a block with metadata. All is working fine except when i break the block, it drops with metadata 0. I've also tried overriding damageDropped() and idDropped() and getBlockDropped() but no such luck. Here is my Block class: My ItemBlock class: And i register it like this: GameRegistry.registerBlock(phantomblock, PhantomblockItem.class, "phantomblock"); I hope you know why it's not dropping with metadata! Thanks in advance! ss7
  25. Hello, OH, thank you. I had this line in my Config class: RECIPES.put(Item.coal.itemID, Brickcraft.test.blockID); So i've got a NPE, but to solve it i've just made a method that's called after the blocks are initialized and it's working fine. This is now SOLVED ss7
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