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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Make frame a constant.
  2. He is talking about the item Map. And you could just use the RenderSpecificHandEvent and cancel when you are using the bow.
  3. So you don't want to learn TESR. A TESR is just a object attached to a TE that allows for dynamic rendering (rendering every frame). This requires the use of the rendering engine, OpenGL and the use of a Tesselator/VertexBuffer. Which is used to draw planes and form those planes into a 3D looking object.
  4. Take this and add you if statements because this is copied from my LayerEnderDragonDeath with a few edits. Like position and the frame calculation.
  5. Just the easiest way. Preferably if it doesn't involve just removing the item, and adding in another one. Modifing the metadata of the stack, and assigning the different metadata a different model when registered using ModelLoader.setCustomModelResourceLocation(...)
  6. It depends is it limited? Or can it be anything?
  7. This is what mine looks like. float f = ((float)frame + partialTicks) / 200.0F; Also remove the frame counter instead just increase it to a limit then reset to 0;
  8. You would have to update isRunning on the client, just use a "frame" counter in your TESR to limit the render calls. Okay, trying to do whats on the git seems to make my screen flash white and lag.. a lot, like 10 fps. Solution float f = te.getWorld().getWorldTime() % 256; needs to be changed use your frame variable to understand what this does. You also need to translate to the x, y, and z correctly look at this line https://github.com/LambdaXV/PlentifulUtilities/blob/master/src/main/java/com/lambda/plentifulutilities/util/lib/DragonTESR.java#L46 I believe that is all.
  9. You would have to update isRunning on the client, just use a "frame" counter in your TESR to limit the render calls.
  10. Did you update the code?
  11. Try setting it up so that your TESR only gets called once.
  12. Add those lines back, and then switch the extension to a normal TileEntitySpecialRenderer. And then change renderTileEntityFast to renderTileEntityAt and remove the VertexBuffer parameter.
  13. Could you post the error, I don't think it is the same error.
  14. Why do you still have the Tesselator?
  15. You cant have two instances of Tessellator tessellator = Tessellator.getInstance(); VertexBuffer vertexbuffer = tessellator.getBuffer(); At the same time. Use the VertexBuffer parameter.
  16. Oh derp, you need a new instance of DragonTESR for the third parameter not the class.
  17. Yes I did mean ClientRegistry sorry about that. But change public class DragonTESR extends FastTESR { // To public class DragonTESR extends FastTESR<TileEntityRestorer> { And fix the error pops up with your IDE on the renderTileEntityFast method.
  18. TileEntityChest te = (TileEntityChest)worldObj.getTileEntity(BlockPos); te.setInventorySlotContents(index, stack);
  19. renderTileEntityFast(TileEntity te, double x, double y, double z, float partialTicks, int destroyStage, VertexBuffer VertexBuffer) Is the TE for this TESR. So do the same if check.
  20. You register your TESR with GameRegistry.registerTileEntitySpecialRenderer(...) in your client proxy.
  21. That is because your Laser is a particle and ResourceUtil.renderLaser is called by ParticleLaser.renderParticle, which has access to rendering.
  22. No....Are we looking at the same code? You need a new class that extends FastTESR. This will render the lasers and dragon FX. The TEs update does not have access to rendering code, meaning you cant render from there.
  23. Where is your FastTESR? and you are still calling renderFX() https://github.com/LambdaXV/PlentifulUtilities/blob/master/src/main/java/com/lambda/plentifulutilities/block/tile/TileEntityRestorer.java#L59
  24. Update your github and if you wouldn't mind telling me which classes I should look at or a base directory.

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