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Everything posted by delpi
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I missed something big here. I set the rotation point for the tooth at 0,0,0 to be the same as its parent. This of course made it so the axis's were not typical so it was rather complicated to get it in place. If I read what you are saying and thinking back to the rest of the conversation, I set the rotation point to the center of the tooth relative to the rotation point of the parent object. Because it is a child, it will rotate with the parent just fine. If I tell the tooth to rotate after that for animation, it will rotate on its own point? Did I get that right? I hope so, because what I did was a PITA! I can't play with it till tonight, but let be let me know if that is the right understanding or if I still have it wrong.
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Yeh, that would make it a lot easier to have that method. The one thing that I think will be really hard is the math for a child that is rotated. Took some thinking to figure out the pattern of the teeth to the parent or the fingers to the hands.
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Is there a way to specify multiple options for one part of a recipe versus having multiple recipies. Specifically in my shaped recipe, I want 3 spots to be able to be any type of log (log or log2) - log:log2:log or log:log:log: or log2:log2:log, ect. Couldn't find anything searching for it.
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Here is my current version after all the discussion. Works great. Custom ModelRenderer
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I appreciate the interest, but if you would go back and read the chain from the start. I don't think you have a complete picture yet. I am scaling the entire entity and res positioning its feet on the ground. I am scaling certain individual parts to avoid skin ripples.
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You are right. If you don't use the same center of 24 would cause issues, but could just change the 1.5 to what makes sense. I'm not sure about that last line in the order. I used the formula, scaled it, and things looked good. On close inspection, the feet might have been slightly in the ground, but was very very slight. When I get home tonight, i'll test if raising it by what you said fixes it.
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Override player death message for custom entity?
delpi replied to JohnBeGood's topic in Modder Support
Use it as a starting point. Sure things have changed, but it should lead you to the solution. Search for more using what you learn from it. -
Agree on the basis of the 1.5. The translate has to be before the scale. I tried it the other way and the math is different. Could proably figure it out but probably not worth it. Can't think of a reason why would care which order it was in. Haven't looked at the rendercallback at all yet.
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Have you searched? this is well documented. There is also good examples in the bukkit community that could be cross referenced. After you have done all that, let us know what you had trouble with.
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Abastro, that is part of what we are talking about. The discussion you are seeing now is how to get the feet to be on the ground again. There is always the brute force way, but we were looking for an automatic way to do it so that the code scaled easily.
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Block that hurts hostile mobs but not the player or passive mobs?
delpi replied to MikeZ's topic in Modder Support
Nevermind, don't think that is it. How abuot you try to just damage the entity instead of the potion and see if you get a different result. Might also put a logger in there to make sure it is actaully getting called. Looked up one that worked for me. vs -
Depending on setup, you might need custom model or fit the model of snow or such. Also need to look at boundingbox and such.
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Block that hurts hostile mobs but not the player or passive mobs?
delpi replied to MikeZ's topic in Modder Support
Away from my setup so can't give you the right setup, but I think your potion reference is wrong. -
Ok, I did some curvefitting, but can't figure out the basis for the value. The formula is offset = 1.5 - (1.5 * shrink). I tested various values from 0.5 down to 0.25 and it works well. What I can't figure out is the 1.5. Why is it that number? Tried relating it to pixel size and the original height of the mob, but that didn't work.
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And as before, we stated to post your code. You keep saying "!this.worldObj.isRemote" but there is no way to know how or where you typed it and made a mistake.
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When I looked a it, there was some decisions and data that was stored in the player and in a few other places that the custom teleporter didn't touch. Based on that and how I wanted to use it is why I moved to just creating my own custom teleportation and gate system. If you figure it out, be sure to post for others.
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As they told you before, chante this to "!world.isRemote" You are generating your projectile on the client side only, so obviously it won't create an explosion on the server. Lastly, as I said before add some log points in your code so you can see where it is derailing.
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Show the code where you put that and everything around it.
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Get rid of the SideOnly stuff. From your description you are using it inproperly. Put some markers in your code for debugging so you can tell if it worked or not. System.out.println("blah blah blah"); Put something at start of your method, at the first if, ect so you know it fired. By watching the debug screen you will also know if it happend on server/client/both. // Working code snipet from something I have.
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You might try lookingg at Wuppy's Tutorials on Custom Dimensions. I never had much luck doing it the way you are listing. I created my own code to determine where the player landed so I could have custom ratio's per dimension and some other functionality. That however, is a big endevor to get everything to work right. Wuppy's is probably a better solution for something simpler to undrestand and compare to yours.
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Override player death message for custom entity?
delpi replied to JohnBeGood's topic in Modder Support
A few seconds of searching on the web... http://www.minecraftforge.net/forum/index.php?topic=10393.0 Interesting that the same person helped on it as helped you above. -
I skipped the constructor at first because I didn't look around to make sure nothing else was calling it. There probably isn't, but the minecraft coders are an odd bunch. However, nothing wrong with setting two constructors.
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Just guessing, but you might want to limit the explosion to the server side.
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Ok, check this out. I'm not GL expert, I normally have to check on web and infer some things. Based on reading and inferring, I "think" that 'GL11.glCallList(this.displayList);' actually throws the image up. Correct me if I'm wrong. I created the custom modelrender we talked about. Once you initialize it, you can set its scale with MyScale(float MyScaleX, float MyScaleY, float MyScaleZ). It won't translate to its children as I wrote it since were just trying to shrink one item to avoid that nasty ripple effect. Also, I wrote this on Notepad++ and didn't get a chance to test it or anything (not at my home PC).
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I just finished it. Everything looks good and it is much easier to reason through. I added your angle to radian method. Sanity improved. I'll post it tomorrow after some polishing. One last question, have you figured out a good way to calculate the Y of translatef when you scale the model? For example, I shrunk it in half and the y shift was 1.5. I shrunk it by a factor of 4 and the y shift was 10.5. I played around a little trying to curvefit it, but didn't get anything I liked so far. Got to add the breading functionality now. It will be one of those things where depending on luck and the quality of the parents, the quality of the child can improve an be a faster mount with a cooler skin. THROW IN A SHEEP!! This is rather scary and sorta sick, but I made it to where they get happy to breed after munching on another live animal. Also made it so they mature based upon eating a live animal. Custom sound track for ambient, hurt, and munching. I've heard the boys scream a couple times when they attack. When one agroes it sends out a help call, so rarely do you get one raptor, normally 10. Anyone that is watching for the flashing tail, still an issue.