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Eternaldoom

Forge Modder
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Everything posted by Eternaldoom

  1. Hi, I have several custom dimensions that I'm updating, and they all seem to severely reduce the FPS when they are entered. The console is spammed with "Client side chunk ticking took some # of ms." Here's a link to one of the chunk providers. The problem is not with WorldGen, as commenting it out didn't fix the lag, nor is it with the specific blocks generating.
  2. This looks great! Thanks!
  3. Both of those are gone in 1.8. What I did is make an ordinary item json and copy the shape of a chest, but I think the IronChest mod has gotten it to work.
  4. No, that's for 1.7 and below. In 1.8 you need to use the JSON model files. Have a look at the anvil.
  5. @SubscribeEvent public void playerRender(RenderPlayerEvent.Pre evt) { if(isDeveloperName(evt.entityPlayer.getCommandSenderName())) { GL11.glPushMatrix(); GL11.glRotatef(-evt.entityPlayer.rotationYaw, 0, 1, 0); GL11.glTranslatef(0f, -0.1f, 0f); GL11.glRotatef(evt.entityPlayer.rotationPitch, 1, 0, 0); GL11.glTranslatef(-0.5f, 0.1f, -0.5f); GL11.glTranslatef(0f, 0.2f, 0f); Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("divinerpg:textures/model/devhat.png")); hat.renderAll(); GL11.glPopMatrix(); } }
  6. Thanks, that fixed the rotation. I still have a problem though. From the perspective of the player that should not have a hat (in 3rd person), when the player with the hat is in view, the 1st player appears to have a hat, but with the 2nd player's rotation.
  7. You haven't registered your items, and you need to register them for meshing in init, not preInit. Also, don't use the global entity id system.
  8. Hi, Since capes are no longer recommended/allowed, I have decided to add developer hats to replace them. This looks great in singleplayer, but in multiplayer, when rendering more than 1 player, it behaves strangely (renders on the wrong player, wrong rotation angles, etc). How do you recommend fixing this? Here's my code: @SubscribeEvent public void playerRender(RenderPlayerEvent.Pre evt) { if(isDeveloperName(evt.entityPlayer.getCommandSenderName())) { GL11.glPushMatrix(); GL11.glRotatef(-evt.entityPlayer.rotationYaw, 0, 1, 0); GL11.glTranslatef(0f, -0.1f, 0f); GL11.glRotatef((evt.renderer.modelBipedMain.bipedHead.rotateAngleX)*57.2957795f, 1, 0, 0); GL11.glTranslatef(-0.5f, 0.1f, -0.5f); GL11.glTranslatef(0f, 0.2f, 0f); Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("divinerpg:textures/model/devhat.png")); new ModelHat().renderAll(); GL11.glPopMatrix(); } }
  9. Post your code. You should register items in preInit, and register them for meshing in init.
  10. You have to register it for meshing.
  11. For rendering, I'd use the forge fluid system. Idk about vanilla drowning, but since it's a gas it might be best to have your own "drowning" effect (without bubbles).
  12. I'm pretty sure you can use world.getHorizon EDIT: Never mind
  13. Update to 1.7.10, and check to see what is and isnt getting called.
  14. Is doesn't matter if its a new model, mojang doesn't want capes in mods. Do hats or something instead.
  15. Not a problem! Im glad it helped.
  16. Post your code. And you might want to make a modder support topic.
  17. For the bow, thats not currently possible without ASM. For the GUI code, use world.getTileEntity(new BlockPos(x, y, z)).
  18. Look at http://www.minecraftforge.net/forum/index.php/topic,24263.0.html. You need to register the items for meshing. The renderers need a RenderManager as a parameter. Use Minecraft.getMinecraft().getRenderManager(). For particles, if they are vanilla ones, look at EnumParticleType. For custom ones, this should still work.
  19. setBlockName is now setUnlocalizedName IIRC. setTextureName is gone as the textures are now handled by JSON files. Item rendering is also handled by these files.
  20. The item name for meshing it should be the registered name. For variants, you can call it whatever you want.
  21. Metadata item files are the same as normal ones. Register them for meshing with: Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, metadata, new ModelResourceLocation(itemName, "inventory")); Then add the variants with: ModelBakery.addVariantName(item, new String[]{"your", "different", "subitems", "here"});
  22. Currently, it doesn't look like this is possible without ASM (due to the new model stuff). You could register different models (that correspond to the textures) as metadata values of the item (you won't actually need metadata), and use ASM to transform some methods (one would be RenderItem.func_175049_a). Hopefully forge will have hooks for this in the future.
  23. EnumHelper.addEnum also crashes. However, if you use a vanilla armor material and ISpecialArmor it should work fine.
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