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Everything posted by delpi
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What are you going to do with the picture? Use it in game or in a website?
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Myabe I'm missing it, but I don't see where you are registering in your client proxy for minecraft to use your custom render.
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Create extendedProperties for your players. When disquised, keep track of it in the extendedProperties. Whenver a change of disquise occurs, sync with all the clients via packets. I would recommend doing this also on some time frequency just in case. Once a second won't hurt, if you are efficient this won't even be noticable network traffic compared to minecraft itself. On the clients, have setup the render event and when it occurs for a player that has a disquise, cancel the render and utilize your disquise render instead. This isn't that hard to map out based upon other discussions you can search for. As Jabelar said, get out and try something first.
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I created some of my own ridable classes and I think it was the jump button it didn't automtically pass right and I had to add a packethandler for. Something to watch out for.
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Get your texture from your tileEntity and only change the texture in the tileEntity you click.
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The only gracefull way to do that is probably with a coremod. A very ungracefull way is to search for leaves and replace them with a custom version you created or do this on wolrd creation.
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It will be really hard to point out anything obvious without you showing your code.
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Rendering does not occur once. Initilaizing the rendering class for your specific object generally occurs once. There are several tutorials on rendering special for tileEntities. Follow them. For clicking, set your Tile entity to respond to what clicks it to changes its texture.
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I don't have the time to read this in depth right now, but if you are saying its building it all out of dirt, then your problem is somewhere around the code segment in the following spoiler. Its the only place you set something to dirt. That or its misreading the block ID from the file to dirt everytime.
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Entities with collision box and/or light effect
delpi replied to Bedrock_Miner's topic in Modder Support
Not srue on the hitable, you will have to look it up. I think it has to do with where you put the bounding box and how you set the blocks proeperites. Look at bedrock for its hardness and such compared to wood. Might also compare to water that you can't really damage. It depends on how you setup your 'repulsion' method. Not sure what you finally decided on that. You just look in your method for which entity activated it and if it is in your good list, don't finish the method. -
Overriding vanilla minecraft armor textures in a mod
delpi replied to theOriginalByte's topic in Modder Support
jabelar gave you the answer -
Doesn't have to. Typically if you are using a vanilla model or renderer, you need to make sure to follow the pattern. If you have a custom render and a custom model, go nutz and do whatever. What you have shown below though should work fine.
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I'd have to do some digging to be sure, but I don't know if method 1 will work. Have you traced out how the models components use textureWidth/Height. Is it a static grab or referenced later during the render process. I'm betting its the latter. If my guess is right, just make them all the same size. You don't have to use the full 64x64. As far as methods go, I would move where I bind the texture from the renderer class to the model class. Follow a pattern of 1) bind texture 2) Render relevant model components rinse and repeat. There are a few other ways, but this is how I would do it(and have in the past). In your model have everything the same texture size. Have 4 'Screens' as you have named them. Identical in place, rotation, ect, except that they point to a different part of the texture file. This way each version of your 'screen' has its own unique texture inside of one file. During the render step, choose which of the 4 'screens' to render. Very low processing load. Tradeoff is you will have a bit larger of a model and texture file.
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[1.7.10] Child Parts Of Model Unable To Rotate
delpi replied to qpwoeiruty's topic in Modder Support
I'm a bit confused. Why are you mentioning Techne? -
Before reading through your code, simple questions. Where did you tell minecraft to use this render for your entity? Have you verified that your entity has spawned and hasn't gone poof?
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[1.7.10][Unsolved] Detecting an item entity of a certain type
delpi replied to ExoMaster's topic in Modder Support
Going off of memory, so beware. Should be able to search for entities of a certain type around your block. In this case look for EntityItem (verify that name). Once you get the list, go through it and see what item the EntityItem represents and do your thing. -
[1.7.10] Child Parts Of Model Unable To Rotate
delpi replied to qpwoeiruty's topic in Modder Support
Also curious about your call to the animation function. When that is occuring and how. If you are successfully moving it and then it goes back to zero, Jabelar's line of questions is probably more on track though. -
If you want to only provide fall immunity for a certain distance, on the event they are talking about you can lower the fall distance variable with a zero check minimum each time fall damage is detected.
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He can add what jabelar is talking about in his keypress code before he sends the packet, or change it to send the packet on keyup, instead of keydown.
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[1.7.10] Child Parts Of Model Unable To Rotate
delpi replied to qpwoeiruty's topic in Modder Support
Show how you are doing this. I have several models with multiple tiers of child models and they are working fine. -
I have to disagree with that. In my GUI handlers I have null returned on the server side, and the actual GUI returned on the client for a GUI interface like he is speaking of. I have a block that opens it up on right click serverside only. Everything works fine.
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Entities with collision box and/or light effect
delpi replied to Bedrock_Miner's topic in Modder Support
That is another way to do it. From what I have seen with people having issues with entities avoiding pathing through it, the block has some downsides. He also wanted the 'shield' area to be damagable. That would probably work easier from an entity, but could be done with a tileetity as you suggested. -
Entities with collision box and/or light effect
delpi replied to Bedrock_Miner's topic in Modder Support
Change the model of the entity to look like a 2 block high area with transparency, would be a cool effect. Change the entities' bounding box to fit that of a 2 block high area. Set the entity to aggressively try to stay in teh center of the block you placed it in. That should create a cool effect. If not, you might have to cause the entity to attack anything too close with a little knockback but no damage. -
by Crikey dude I might have to add that to my signature. +3 reddit gold!