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Ragnazar

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  1. I have modelBase of my bench, it supposed to be two blocks wide. I've made model so different boxes will be rendered basing on flag. In my TileEntity i store face direction and flag 'isitmirrored' to determine which boxes to render and degree of rotation. It works well on first block that is not mirrorred (originally placed by player), but another one is not rotated and is not mirrored. After some debug i found out that TileEntity returns that face is 0 (SOUTH) and block is not mirrored. But i'm surely set this values right. This is what i get: http://puu.sh/7ngRF.jpg Techne file: http://puu.sh/7ngTr.tcn There's some code: BlockBench: http://pastebin.com/10hXHEMC TileEntityBench: http://pastebin.com/PwY8DM5q RendererBench: http://pastebin.com/CCr1d8Pt ModelBench: http://pastebin.com/BfycJFFB
  2. I know it. But is there any other way? And is it even possible to edit Icon? Like pixels or something.
  3. Saving RenderingRegistry.getNextAvailableRenderId() to static value than return it in Block.getRenderType() Implement ISimpleBlockRenderingHandler that render my block and return same RenderId using getRenderId() But it need to use separate Icon for each texture/face. I don't mind, but can i separate one file to multiple Icon? I dug in code and found nothing about Image or BufferedImage or similar stuff.
  4. I know that i do, how yo use 'em?
  5. I know, but am i supposed to make texture for each face of my model? Entities still have single texture file for all faces, can i use same method for my model?
  6. I can't figure out how to use spritesheet-like textures for my model block. I used to use ITextureProvider before but now i can't find it. Maybe i had too long break and everything changes, or am i blind?
  7. I'm using mcpc+ 97 (1.6.2) Is there any way to get loaded mods at runtime in SMP? At least how many?
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