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Pardeep

Forge Modder
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Everything posted by Pardeep

  1. Never mind, fixed it. Apparently setting the texture file I had to 256x256 pixels fixed it
  2. I've tried using GL11.glEnable(GL11.GL_BLEND); and GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); I'm not sure if these are the wrong ones to use or if I'm structuring my code wrong. Would you mind specifying which blend functions to use please?
  3. Whenever I bind and add a texture that's 16x16 into a gui but that texture has no transparent areas (it's a black square), the texture renders fine into minecraft. However when I do the exact same thing for a 16x16 texture that has transparent areaws (it's a circle) the texture won't load. Here's the code that allows a texture to show when there's no transparent areas but not show when there is a transparent area: GL11.glColor4f(1F, 1F, 1F, 1F); Minecraft.getMinecraft().func_110434_K().func_110577_a(myLogo); drawTexturedModalRect(2, 3, 0, 0, myLogoxSize, myLogoySize); Is there any other code I need to put in for it to work?
  4. I want the addChatMessage of entityplayer to trigger when the world loads (so a greeting message when a player joins a world). I've tried using the EntityJoinWorldEvent in my eventhandler but the world doesn't load and it crashes the game. Thanks in advance.
  5. Thank you. I will look into these tomorrow and get back to you as to if they worked (they probably do anyway)
  6. I want to create an integer variable and have it be read and written to NBT but to the EntityPlayer NBT so it saves for everytime you close and reopen minecraft but is also different for each world, and the NBT of EntityPlayer does that. However I want to do this without editing the class EntityPlayer or any base classes for that matter. Is this possible? If so how? A further point is I'd like to do it from my base class or my proxy file. This would be great but if it can only be done from creating a separate class than I don't mind. Thanks in advance.
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