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KelMai

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    http://www.kelmai.com
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    Bern, Switzerland
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    Luminator

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  1. Changes: - [NEW] Added colored Fixtures - [FIX] Moved Fixtures down a bit when displayed as Inventory Items - Optimised render code - Changed standard starting IDs (Block: 3750 / Item: 12050) - can be changed in the config file Direct Download
  2. Changes: - [NEW] Added custom tab "Luma" to creative mode inventory. All Luma blocks/items moved there - [NEW] New custom Renderer for Luma Lamps / Multilamps. disables Shading and makes the lamps glow more - [NEW] Added Debug Item only accessible in creative mode/NEI. Shows information in chat about the block that was right clicked. Will probably be removed at v1.0 - [FIX] "Off"-states of blocks were shown in NEI. Fixed by disabling them using the NEI API - [FIX] Tweaked bar textures for caged lamps Direct Download
  3. This is probably a very stupid question but I just don't find anything: I have an Item. In onItemUse() I'd like to get the Name of the block that was clicked. I can get the Block ID with world.getBlockId(x, y, z). But how do i get the block's name? The unlocalizedName or even better the one I set with LanguageRegistry.addName(). I've been staring at code and Forum posts for over an hour now but haven't found anything...
  4. Thanks a lot for the Tessellator Hint. I think I know what to do now, because of your hint and also this thread: http://www.minecraftforge.net/forum/index.php?topic=11053.0 You can set the brightness value using the tesselator. I think this is what I was looking for. Do you know if there are any considerable performance differences between the TESR and ISBRH version? Is it always better to use ISBRH if possible? I think i might be able to use it for my other (custom model, but simple) lamp blocks as well...
  5. This thread just saved my day, thank you!
  6. I looked into this and it seems to be the way to go. So I tried this (it's probably stupid, but that's what seemed to make sense): public class BlockLampRenderer implements ISimpleBlockRenderingHandler { public void renderInventoryBlock(Block block, int metadata, int modelID, RenderBlocks renderer) { } public boolean renderWorldBlock(IBlockAccess world, int x, int y, int z, Block block, int modelId, RenderBlocks renderer) { GL11.glDisable(GL11.GL_LIGHTING); renderer.renderStandardBlock(block, x, y, z); GL11.glEnable(GL11.GL_LIGHTING); Luma.log("Render"); return true; } public boolean shouldRender3DInInventory() { return false; } public int getRenderId() { return ClientProxy.lampRenderType; } } If I remove the GL-Statements, it renders the blocks like before. With these statements, something very weird happens. The lighting (shading) is disabled, but for ALL blocks in the chunks where the lamps are placed. And they're not bright, but quite dark. This is clearly the wrong approach... Another weird thing: I have a console output in the method. This fires only when a block is placed or its state changes. On my custom model lamps (using the OBJ importer to use a model made in blender) i had a console output for testing as well (TileEntitySpecialRenderer). that one fired every frame. I get a feeling that the two methods don't work the same way at all. I'll continue to look into this and eventually find out, but it would help a lot if someone could give me a hint on how to approach this...
  7. It was easy disabling "natural" lighting on my custom blocks using GL11.glDisable(GL11.GL_LIGHTING) in the renderer for their "on"-state: This makes the lamp glow nicely, without any shadowed sides. Is the same thing possible for "normal" blocks (Blocks without custom model)? I'd like to achieve the same effect for my normal lamps without having to create the unnecessary overhead of a custom model. right now, they look like this when turned on (bottom half of the image): You can see that even though they're turned on, the sides are darker than the top. I'm working with Forge version 9.10.0.804 (MC 1.6.2)
  8. Changes: [NEW] New Block: Luma Fixtures (only white for now) [FIX] Corrected Textures for Multilamp - No longer has strange artifacts in corners More internal code cleanup Direct Download
  9. Could someone provide a link then? I get absolutely no information on this. Especially when using an importet OBJ model. Some say that this doesn't work...
  10. Changes [FIX] Levers can now be placed directly on lamps Transferred code to GIT repository Internal code cleanup / refactoring
  11. If I understand it right, they're trying to do it in a kind of hacky way, by placing blocks around the light source. That will stop working as soon as another block is in the "illuminated" area...
  12. Thanks a lot! To change the color of the light itself i would need to rewrite the whole lighting system, and even Mojang are still having trouble with that So I think this is not (easily) possible. Otherwise I think one of the expert mod devs would have done it already...
  13. Luma - A lighting Mod for Forge Luma is a mod for Minecraft Forge all about Lighting. It's in a very early stage right now, but expect it to grow a lot over the next months. Current version: 0.2.2 (MC 1.6.2 Forge 9.10.0.804) direct download Changes in this version: [NEW] Added colored Fixtures [FIX] Moved Fixtures down a bit when displayed as Inventory Items Optimised render code Changed standard starting IDs (Block: 3750 / Item: 12050) - can be changed in the config file Changelog: Current features: Luma Lamps: Dyeable Lights, designed to provide a clean, almost industrial looking light source. Luma Lamps output the maximum possible light level and are powered by redstone. They come in normal and inverted varieties, as well as plain and caged versions. Screenshot: Recipes: Luma Fixture Luma Fixtures are wall (and floor/ceiling) mountable lamps, powered by redstone. They come in caged and inverted versions. Their placement behaviour corresponds to torches. That means, if the block they're placed on is destroyed, they will drop as items. Comes in all 16 colors (color white with dyes, like wool) Screenshot: Recipes: Multilamp: Changes its color according to the strength of Redstone power it receives. This is especially useful when used with other mods like Computercraft which can output different power levels. It comes in a normal and a caged version. The Multilamp requires a new item called Chroma Stone in its crafting recipe. Screenshot: Recipes: Please let me know what you think. This is my first mod. I'm a programmer but a noob in Java/Forge API so please be gentle, I'm still learning Direct Download of current version (0.2.2): direct download More Information: www.kelmai.com/luma Introduction Video: [embed=570,349] [/embed] Like my mod? Help me pay for hosting: https://www.paypal.com/en_US/i/btn/btn_donateCC_LG.gif[/img]
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