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adusut

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Posts posted by adusut

  1. Hello, I have made a custom jukebox with a GUI. All is working well, but I would like to know if it is possible to get the duration of the record being played. I don't know length of the sounds in the records as the mod user adds their custom sounds. All help is appreciated.

  2. Hello all, I am currently creating a mod that has guns and would like to be able to create a sniper which has a sight. However, I don't know how to do this or start with it. I have created the gun and the buttons to bring up the scope are done. I would like the know how to be able to bring up a gui (like the pumpkin? not sure if this is the best way around it) with the scope textures and also zoom the camera in. How would I do this, I appreciate all help. Thanks :)

  3. I just looked in the RenderBiped class and found this:

     

    protected void func_130005_c(EntityLiving par1EntityLiving, float par2)

        {

            float f1 = 1.0F;

            GL11.glColor3f(f1, f1, f1);

            super.renderEquippedItems(par1EntityLiving, par2);

            ItemStack itemstack = par1EntityLiving.getHeldItem();

            ItemStack itemstack1 = par1EntityLiving.func_130225_q(3);

            float f2;

     

            if (itemstack1 != null)

            {

                GL11.glPushMatrix();

                this.modelBipedMain.bipedHead.postRender(0.0625F);

     

                IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(itemstack1, EQUIPPED);

                boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, itemstack1, BLOCK_3D));

     

                if (itemstack1.getItem() instanceof ItemBlock)

                {

                    if (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[itemstack1.itemID].getRenderType()))

                    {

                        f2 = 0.625F;

                        GL11.glTranslatef(0.0F, -0.25F, 0.0F);

                        GL11.glRotatef(90.0F, 0.0F, 1.0F, 0.0F);

                        GL11.glScalef(f2, -f2, -f2);

                    }

     

                    this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack1, 0);

                }

                else if (itemstack1.getItem().itemID == Item.skull.itemID)

                {

                    f2 = 1.0625F;

                    GL11.glScalef(f2, -f2, -f2);

                    String s = "";

     

                    if (itemstack1.hasTagCompound() && itemstack1.getTagCompound().hasKey("SkullOwner"))

                    {

                        s = itemstack1.getTagCompound().getString("SkullOwner");

                    }

     

                    TileEntitySkullRenderer.skullRenderer.func_82393_a(-0.5F, 0.0F, -0.5F, 1, 180.0F, itemstack1.getItemDamage(), s);

                }

     

                GL11.glPopMatrix();

            }

     

            if (itemstack != null)

            {

                GL11.glPushMatrix();

     

                if (this.mainModel.isChild)

                {

                    f2 = 0.5F;

                    GL11.glTranslatef(0.0F, 0.625F, 0.0F);

                    GL11.glRotatef(-20.0F, -1.0F, 0.0F, 0.0F);

                    GL11.glScalef(f2, f2, f2);

                }

     

                this.modelBipedMain.bipedRightArm.postRender(0.0625F);

                GL11.glTranslatef(-0.0625F, 0.4375F, 0.0625F);

     

                IItemRenderer customRenderer = MinecraftForgeClient.getItemRenderer(itemstack, EQUIPPED);

                boolean is3D = (customRenderer != null && customRenderer.shouldUseRenderHelper(EQUIPPED, itemstack, BLOCK_3D));

     

                if (itemstack.getItem() instanceof ItemBlock && (is3D || RenderBlocks.renderItemIn3d(Block.blocksList[itemstack.itemID].getRenderType())))

                {

                    f2 = 0.5F;

                    GL11.glTranslatef(0.0F, 0.1875F, -0.3125F);

                    f2 *= 0.75F;

                    GL11.glRotatef(20.0F, 1.0F, 0.0F, 0.0F);

                    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);

                    GL11.glScalef(-f2, -f2, f2);

                }

                else if (itemstack.itemID == Item.bow.itemID)

                {

                    f2 = 0.625F;

                    GL11.glTranslatef(0.0F, 0.125F, 0.3125F);

                    GL11.glRotatef(-20.0F, 0.0F, 1.0F, 0.0F);

                    GL11.glScalef(f2, -f2, f2);

                    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);

                    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);

                }

                else if (Item.itemsList[itemstack.itemID].isFull3D())

                {

                    f2 = 0.625F;

     

                    if (Item.itemsList[itemstack.itemID].shouldRotateAroundWhenRendering())

                    {

                        GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);

                        GL11.glTranslatef(0.0F, -0.125F, 0.0F);

                    }

     

                    this.func_82422_c();

                    GL11.glScalef(f2, -f2, f2);

                    GL11.glRotatef(-100.0F, 1.0F, 0.0F, 0.0F);

                    GL11.glRotatef(45.0F, 0.0F, 1.0F, 0.0F);

                }

                else

                {

                    f2 = 0.375F;

                    GL11.glTranslatef(0.25F, 0.1875F, -0.1875F);

                    GL11.glScalef(f2, f2, f2);

                    GL11.glRotatef(60.0F, 0.0F, 0.0F, 1.0F);

                    GL11.glRotatef(-90.0F, 1.0F, 0.0F, 0.0F);

                    GL11.glRotatef(20.0F, 0.0F, 0.0F, 1.0F);

                }

     

                this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack, 0);

     

                if (itemstack.getItem().requiresMultipleRenderPasses())

                {

                    for (int x = 1; x < itemstack.getItem().getRenderPasses(itemstack.getItemDamage()); x++)

                    {

                        this.renderManager.itemRenderer.renderItem(par1EntityLiving, itemstack, x);

                    }

                }

     

                GL11.glPopMatrix();

            }

        }

     

        protected void func_82422_c()

        {

            GL11.glTranslatef(0.0F, 0.1875F, 0.0F);

        }

     

    Does this have anything to do with it? And if so, how would I use it to render the item?

  4. Hello, I have recently created a mob and now I want it to hold an item, e.g sword. I have looked on the internet and in the PigZombie class. I have found this and added it to my code but it doesn't seem to be working:

     

    protected void addRandomArmor()

        {

            super.addRandomArmor();

            this.setCurrentItemOrArmor(0, new ItemStack(Item.swordgold));

     

    I then found this:

     

    private static final ItemStack defaultHeldItem;

       

        public ItemStack getHeldItem()

        {

        return defaultHeldItem;

        }

        static

        {

        defaultHeldItem=new ItemStack(Item.swordGold, 1);

        }

     

    This also doesn't work. Any help would be appreciated, thanks.

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