Everything posted by LordMastodonFTW
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[1.7.10] Issues with Pipe connections (mechanical)
Try adding -'s sometime. It helps, believe me.
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Tessellator animations [1.7.10]
However, is there a way I could get an event to fire after the animation is done? I don't want the animation to continue forever, I want it to happen for a set amount of time and then stop.
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armorInventory[] slots on the EntityPlayer [1.7.10]
Does anyone know which slots of armorInventory[] on the EntityPlayer correspond to which armor items? I have googled it extensively and no one really lists it.
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[1.7.10] Issues with Pipe connections (mechanical)
Proboably a good idea
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[1.7.10] Issues with Pipe connections (mechanical)
Also, I'd recommend changing the texture to a slightly darker color, because it's burning my eyes, and I don't think your friends really want burnt eyes.
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Tessellator animations [1.7.10]
Yeah, you're definitely right.
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Ore Dictionary Question
You can use the OreDictionary recipes.
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[1.7.10] Latest build not starting from eclipse
I like how you put the disclaimer at the end.
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Tessellator animations [1.7.10]
I'd probably use glTranslate() for movement across an axis, but if not, how would I do movement instead of rotation?
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Tessellator animations [1.7.10]
Lol. Thanks !
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[1.7.10] Latest build not starting from eclipse
Can we just tell diesieben to make the header of the sub-forum Modder Support "If you are using Java 8, switch to Java 7, because if that's the case when you give us an error log, we won't help you." or something like that? Because the amount of people saying I HAVE A PROBLEM and then having their problem solved with a simple "Use Java 7 noob" is getting ridiculous.
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Tessellator animations [1.7.10]
Hello, would anyone know how I could make animations using the Tessellator? Thanks in advance, it all helps.
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ModJam after Forge 1.8 Release?
I don't think anyone but Searge really knows this, but who else thinks that the next ModJam will be after the 1.8 Forge release?
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[1.7.10] Issues with Pipe connections (mechanical)
I think this may be because you do not have any -'s in your code. There are only +'s, so the code does not register the -'s.
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Help Me Pless exporting our mod 1.7.2 Texture does not work
I'm going to say it again. Please learn English better before posting in an English-only forum.
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[1.7.10] Custom GL rendered armor model
Yeah, I'm doing that, but I'd also have to make a new TESR in order to be able to render armor .
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[1.7.10] Custom GL rendered armor model
Yes, but I don't really like using things such as Blender for Minecraft related things.
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Help Me Pless exporting our mod 1.7.2 Texture does not work
Could please provide some basic info? I'm having trouble understanding what little text you have on the post. Also, please speak English. I can not understand "I export mod have picture problems help", as we are not in caveman, grammar-less times. If you do not speak English, please learn it better before posting on an English-only forum.
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[1.7.10] Custom GL rendered armor model
However, as Minecraft does not have an custom rendered blocks by default, I don't think that there really is a class I could extend to get custom Tessellated armor models, so I'll probably have to make my own TESR type thing.
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[1.7.10] Custom GL rendered armor model
From what I saw, ModelBiped uses the same methods Techne does. Hmm. It also doesn't really implement any methods that I could use to render using Tessellator. I'll have to look more into it. Modular Powersuits code also wouldn't help, because MachineMuse uses .obj and .mtl.
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[1.7.10] Issues with Pipe connections (mechanical)
Have you looked closely at the code that spawns the pipe? Maybe you accidentally did something wrong?
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[1.7.10] Custom GL rendered armor model
Just one question, what class would I have to extend to reach a tessellatable model? Not for a block, that one I know.
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[1.7.10] Custom GL rendered armor model
Yup. It sure does. Thanks.
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[1.7.10] Custom GL rendered armor model
No, I know that, I guess I didn't word it correctly. I want to use the Tessellator to render it.
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Error on Proxy Injector
Your TileEntity registries go in your CommonProxy. You are doing stuff completely wrong in your TileEntitySpecialRenderer binding. Instead of registerTileEntity, you need to use bindTileEntitySpecialRenderer, but keep that in your ClientProxy. I think that your problem was with the SpecialRenderer, but if not, NICE COPY/PASTE FROM PAHIMAR (Nah I'm just kidding). I also have no idea why you are using an ArrayList for your blocks, but whatever floats your boat.
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