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SilasOtoko

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Everything posted by SilasOtoko

  1. Wow. completely forgot to call my RegisterRender method from my preInit. I knew I was forgetting something simple.
  2. It looks like it's my rendering class that is not getting called. Not sure why.
  3. That's a good point. I'll give that a go.
  4. I cannot for the life of me figure out what I am missing. When I throw my custom entity, it works in all aspects except that it appears as a white cube. The texture for the item works, so my texture is good to go, I just can't seem to get my Entity to take on the texture. ItemCreeperHeart EntityCreeperHeart RenderCreeperHeart ClientProxy CommonProxy Main Class For a great reference on making a custom Throwable Item, check out this guys post: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571527-forge-1-7-x-custom-item-with-throwable-entity
  5. The reason I gave all the code is because, like I said in the post, I do not have an idea which method is causing an issue. I'm not getting any sort of error in Eclipse from it. If I were able to pinpoint it down to exactly where I was having the issue and was able to more concisely identify the problem then I'd probably be able to figure it out on my own. I only asked if anyone was able to give any insight into it, maybe from personal experience or guesswork. I wish I could be more specific, but I can't. All I know is that my portal is not functioning like a portal should after the player passes through it into another dimension. The player does not spawn inside another portal like when using the vanilla portal.
  6. I'm having several issues here, and I can't seem to pinpoint the problem. When I use a custom portal to get to my custom dimension, I run into one of two problems. 1) The player spawns underground or somewhere else nearby. 2) The custom portal destroys itself or does not spawn a proper working portal in the next dimension after going through it. Third issue I am trying to fix is the portal that fills in the space between the frame is still breakable as individual blocks. Any help appreciated. Portal Block Teleporter
  7. I have several custom Golems, the first of which works fine, but the other two have glitches when attacking. When I am attacked by one, it's arms will become stuck in a half raised position. Not only this, but ALL of the custom Golems move their arms in unison to each other like some sort of weird synchronized ballet. I cannot figure out why one of my Golem types work but not the other, even after comparing the code. Any help? Custom Golem that does not work: Custom Golem that works fine: Solved: Well my first problem was in declaring the EntityRuneGolem variable as EntityRuneGolem in the Model class, but that wasn't causing the problem. I fixed it by adding in the holdRose methods back into the Entity and Model classes. Not sure why this was causing problems before.
  8. My bad, blockFire actually doesn't have getSideIcon anymore, but blockLog still does. It has getSideIcon and getTopIcon.
  9. I seem to get the same problem from my custom Fire block, which also uses getSideIcon. It's just strange that getSideIcon is what works for the vanilla code but not for our code.
  10. I have the same problem when using getSideIcon in any class. I've tried using @Override and also tried changing it to getIcon instead, as suggested, but as you've said, it still doesn't work. I doesn't work even if you do a direct copy of the vanilla code. Have you found any solution yet?
  11. I don't know if this will help you, but I know that minecraft passes biome based foliage color through a png file in order to get it's color. The file is just a square with varying green shades. Each biome grabs it's color from one section of this square, and so all foliage ends up with some sort of green tint. Maybe this is why you still get a green color? I was able to change birch foliage color in my own texturepack by making my own png file and making a blue copy of the green foliage file to get a nice blue tint instead. This only works with the HDPatcher to enable it, but maybe something in my description will give you a clue as to how to fix your problem? Maybe make a custom biome coloring file and call on your own custom foliage png file.
  12. SilasOtoko

    -

    I'm pretty sure all I did was run "gradlew setupDecompWorkspace --refreshDependencies eclipse" a couple times, starting from scratch each time until it worked. http://www.planetminecraft.com/files/sigs/insipidtree_1455592_sig.jpg[/img]
  13. How useful/important is it to register your custom items and such with OreDictionary? Is this just a useful feature for those who want it or is this something that is important enough that some people may delete a mod if it does not have it? Basically I'm wondering if it is worth the trouble of coding it into my mod files.
  14. Alright here is what I have. I wasn't able to get the code all worked out, but I believe I am close. EntityArrow: CustomBow that spawns arrow:
  15. Alright stupid question, and hopefully the last one. Where am I putting the second bit of code that I am able to call both world and player?
  16. I think I will understand it better if I were to see it in action. All I can understand from the Tutorial is that I need a string type datawatcher, the string ending up being the players name? Could you show me what the code would look like in the EntityInit method?
  17. alright so I need to add my own datawatcher to the EntityInit method, and it should look something like this I'm assuming? this.dataWatcher.addObject(22, "SHOOTER_DATAWATCHER_INDEX"); I've switched out the shootingEntity references, and I am assuming I'm falling short on the whole Datawatcher thing? I haven't tried adding a DataWatcher before.
  18. I've seen a couple posts about this but so far I haven't seen an actual working fix for it, unless I am doing something wrong. Whenever I shoot my custom arrow, it just hits me. From what I have seen in other posts, it's because the arrow is being spawned right where the player is standing therefore hits the player? Problem is I do not know how to fix this. Any help? (I am extending from IThrowableEntity as a suggested fix, but still no difference.) Entity:
  19. Extending EntityArrow directly works perfectly! Thanks TGG and coolAlias!
  20. I'm having an issue where my custom arrow appears stuck in the air a block from where it actually hit? So it looks like | <-- instead of |<--. Any help in troubleshooting this? Render @SideOnly(Side.CLIENT) public class RenderRuneArrow extends Render { private static final ResourceLocation arrowTextures = new ResourceLocation("runes:textures/entity/RuneArrowRender.png"); public void renderArrow(EntityRuneArrow par1EntityArrow, double par2, double par4, double par6, float par8, float par9) { this.bindEntityTexture(par1EntityArrow); GL11.glPushMatrix(); GL11.glTranslatef((float)par2, (float)par4, (float)par6); GL11.glRotatef(par1EntityArrow.prevRotationYaw + (par1EntityArrow.rotationYaw - par1EntityArrow.prevRotationYaw) * par9 - 90.0F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(par1EntityArrow.prevRotationPitch + (par1EntityArrow.rotationPitch - par1EntityArrow.prevRotationPitch) * par9, 0.0F, 0.0F, 1.0F); Tessellator tessellator = Tessellator.instance; byte b0 = 0; float f2 = 0.0F; float f3 = 0.5F; float f4 = (float)(0 + b0 * 10) / 32.0F; float f5 = (float)(5 + b0 * 10) / 32.0F; float f6 = 0.0F; float f7 = 0.15625F; float f8 = (float)(5 + b0 * 10) / 32.0F; float f9 = (float)(10 + b0 * 10) / 32.0F; float f10 = 0.05625F; GL11.glEnable(GL12.GL_RESCALE_NORMAL); float f11 = (float)par1EntityArrow.arrowShake - par9; if (f11 > 0.0F) { float f12 = -MathHelper.sin(f11 * 3.0F) * f11; GL11.glRotatef(f12, 0.0F, 0.0F, 1.0F); } GL11.glRotatef(45.0F, 1.0F, 0.0F, 0.0F); GL11.glScalef(f10, f10, f10); GL11.glTranslatef(-4.0F, 0.0F, 0.0F); GL11.glNormal3f(f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); GL11.glNormal3f(-f10, 0.0F, 0.0F); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f9); tessellator.draw(); for (int i = 0; i < 4; ++i) { GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F); GL11.glNormal3f(0.0F, 0.0F, f10); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(-8.0D, -2.0D, 0.0D, (double)f2, (double)f4); tessellator.addVertexWithUV(8.0D, -2.0D, 0.0D, (double)f3, (double)f4); tessellator.addVertexWithUV(8.0D, 2.0D, 0.0D, (double)f3, (double)f5); tessellator.addVertexWithUV(-8.0D, 2.0D, 0.0D, (double)f2, (double)f5); tessellator.draw(); } GL11.glDisable(GL12.GL_RESCALE_NORMAL); GL11.glPopMatrix(); } protected ResourceLocation getArrowTextures(EntityRuneArrow par1EntityArrow) { return arrowTextures; } /** * Returns the location of an entity's texture. Doesn't seem to be called unless you call Render.bindEntityTexture. */ protected ResourceLocation getEntityTexture(Entity par1Entity) { return this.getArrowTextures((EntityRuneArrow)par1Entity); } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderArrow((EntityRuneArrow)par1Entity, par2, par4, par6, par8, par9); } }
  21. Yes. I am honestly at the boundaries of my knowledge in how to do things like this so I will probably need a little more help in figuring out how this works. The getEntitiesWithinAABB line is correct right? How do I write the other components of this in a workable fashion?
  22. Alright so this is what I have so far, although I know it's probably wrong and I am missing the Pos X, Y, Z. @Override public boolean getCanSpawnHere() { float f = 8.0F; List list; int i; list = this.worldObj.getEntitiesWithinAABB(EntityForestWalker.class, this.boundingBox.expand((double)f, (double)f, (double)f)); if (list.size() > 0){ return false; } else { return true; } } I'm assuming it is something close to this?
  23. Thank you I ended up finding it in the Redstone ore class but now others will have the answer too when they are searching for this!
  24. Right, but do I need to check a block range? I see that one can check a block location and see what block it is for a spawn, but I'm assuming you need to broaden that range to check for other entities in the chunk or something.
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