
endershadow
Forge Modder-
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Everything posted by endershadow
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funny thing, I was looking on the internet for such a solution and didn't find a working one. :-( I'll try again. but let me know if you come up with anything.
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I'm using this code to determine temperature if(isPowered()) temperature += 1.0F; temperature -= getCoolant(worldObj, xCoord, yCoord - 1, zCoord); temperature = ((float) Math.ceil(temperature * 5) / 5.0F); if(temperature < 0.0F) temperature = 0.0F; and here's the getCoolant() method but in the gui it shows up as x.6 then x.2 then x.0 then x.6 then x.2 then x.0 then... so I was wondering if anyone knows how I could get this to work better correctly? currently 2/9 spots are obstructed if that helps. also, the liquid being used is water, so the BlockFluidBase part of the method doesn't matter.
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I think he's talking about the blocks color. like with grass at the edge of two different biomes
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bump
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here's my code for the event handler. it still doesn't work. @ForgeSubscribe public void onLivingRender(RenderLivingEvent.Pre event) { if(event.entity instanceof EntityXanafiedMob) { EntityXanafiedMob xana = (EntityXanafiedMob) event.entity; if(xana.infectedMob != null) { event.setCanceled(true); Render r = RenderManager.instance.getEntityClassRenderObject(xana.infectedMob.getClass()); r.doRender(xana.infectedMob, xana.posX, xana.posY, xana.posZ, xana.rotationYaw, 0.0F); } } }
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any idea on how I can give it a new renderer once I cancel the default renderer?
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but how? this is what I have for the rendering code so far. @ForgeSubscribe public void onLivingRender(RenderLivingEvent.Pre event) { if(event.entity instanceof EntityXanafiedMob) { EntityXanafiedMob xana = (EntityXanafiedMob) event.entity; if(xana.infectedMob != null) { event.setCanceled(true); } } }
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once I cancel it, how will I manually render it?
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I already got that stuff done. I just need to get the rendering side done. I'll try that.
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I'm still a little confused. I want this to work for all mobs (vanilla or not), so that would require lots of if-else statements if I used that way.
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ok, here's the code I have so far, but it keeps on rendering with the default renderer. anyone know why? https://github.com/Cortex-Modders/CodeLyokoMod/blob/master/matt/lyoko/render/mobs/RenderXanafiedMob.java https://github.com/Cortex-Modders/CodeLyokoMod/blob/master/matt/lyoko/entities/mobs/EntityXanafiedMob.java
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If you've ever played old thaumcraft, you'll remember how the corruption could take over mobs like sheep, cows, zombies, etc. I want to do something like that.
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If I was to render a mob as a different mob, and I only had a reference to the entity I want to render as, how would I go about doing this?
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are the block ids you specify in the biome 256+?
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collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
that completely disables the collisions -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
I'll try the collision boxes method -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
I would but I'm using metadata for rotation of a custom model. So it's just easier to make it half a block tall all the time. -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
no. it gets less glitchy as I increase the height until the height is 0.5 at which point it stops being glitchy. It makes no sense to me. -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
does anyone know why my mod is derping like this though? -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
After doing a little testing, it seems that it just doesn't like me giving it less than 0.5 as a collision bound. -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
I've left it as the default one, but it didn't help at all. -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
it doesn't push me out when I give it a normal collision box. but it shouldn't push me out with a special one either. -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
slowly moving out -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
bump -
collisions are weird with custom block model
endershadow replied to endershadow's topic in Modder Support
bump