
UntouchedWagons
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Everything posted by UntouchedWagons
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This probably isn't 1.9 specific but I'm coding for 1.9. Let's say I have this code: NBTTagCompound tag1 = new NBTTagCompound(); tag1.setString("alpha-string", "Alex"); tag1.setString("bravo-string", "John"); FMLLog.info(tag1.toString()); NBTTagCompound tag2 = new NBTTagCompound(); tag2.setString("charlie-string", "Chris"); tag2.setString("delta-string", "Bob"); NBTTagList tag3 = new NBTTagList(); tag3.appendTag(new NBTTagInt(3)); tag3.appendTag(new NBTTagInt(2)); tag3.appendTag(new NBTTagInt(1)); tag2.setTag("echo-tag-list", tag3); FMLLog.info(tag2.toString()); Which prints this: {alpha-string:"Alex",bravo-string:"John"} {charlie-string:"Chris",echo-tag-list:[0:3,1:2,2:1],delta-string:"Bob"} For the first compound tag the result makes sense, alpha-string was added before bravo-string and thus appears first. But for the second compound tag the result doesn't follow suit. echo-tag-list appears before delta-string despite being added after. Why is this?
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Maybe you just need to raise the model a bit in your GL11.gltranslatef call?
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I found a person who could make textures for my custom models since art's not my forte. He sent me a texture yesterday and I can't seem to get the texture to work right. As I move my character around the model, the applied colour changes between various shades of grey: http://gfycat.com/TimelyImmaculateAegeancat Repo: https://github.com/UntouchedWagons/PowerLines SubStationRender class Is this a mistake I made when exporting the model? Is it a mistake in the rendering code or perhaps the texture file? I originally made this in CraftStudio, then exported it as an obj so the texture guy could work on it.
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For the mod I'm working on I used CraftStudio to make the models. CraftStudio works but I find it awkward to use and the viewport too small. Today I found out I can make models in Sketchup (which I'm familiar and comfortable with), export them as a DAE file, import it into blender then export it as an obj. Making textures for models made in CS is fairly straightforward, there's a panel where you move the blocks' wireframes to set what part of the texture map that that block gets its textures from. But for something made in a proper modeller there'd be triangles and perhaps spheres (like ExUtil's impossible objects). How would those be textured?
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[1.7]Why is AxisAlignedBB's constructor protected?
UntouchedWagons replied to UntouchedWagons's topic in Modder Support
It would make sense if creating an AxisAlignedBB was quite awkward and getBoundingBox is a facade, but it's literally a dumb wrapper. -
It seems like such an arbitrary thing to do when there's a static method whose only job is to create a new AxisAlignedBB.
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In the mod I'm working on, I've put all the crafting components into one item instead of 8, however they all have the same texture. In the Item class there's 5 methods that are to return an IIcon instance, which do I use? There's also a registerIcons method, how do I implement that? Is there an Item implementation in vanilla minecraft I can look at to use as a reference? The only things that I can think of are potions and spawn eggs, but they don't use individual textures, only texture overlays.
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I don't think I understand what you're saying: https://gist.github.com/UntouchedWagons/377d2b6a26fb143b9031 Am I supposed to subtract the xCoord of the TE from the xCoord of the player? That seems strange, but this is minecraft after all. [Edit] In RenderFish's doRender method near the end, some math is done with the player's coordinates, but all the math loses me kinda quick [Edit #2] I think I understand what you're saying.
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Okay so I sort of understand how it all works and I've come up with this: https://gist.github.com/UntouchedWagons/377d2b6a26fb143b9031 however I never see a line 4 blocks above my tile entity. Initially I didn't understand what the x, y and z arguments of renderTileEntityAt were for so I used those and the line did render and move with my player as I moved around, but since changing it to te.*Coord, I get nothing. What obvious thing am I missing?
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In my power lines mod, I want arced lines representing wire to be drawn connecting the different power lines together, like Immersive Engineering's connectors and their wire. I'm looking at the GL11 API but I don't know what to use or how to use it, or if that's even the right thing to be looking at.
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The SubStation in my PowerLines mod has a custom model that takes up a 3x4x3 space. When the player is looking directly at the main block the model renders, but as soon as the main block leaves the player's field of view, the model stops rendering. In my BlockSubStation's constructor I added a 'this.setBlockBounds(-1, 0, -1, 1, 4, 1);' but that doesn't seem to have done anything.
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[1.7.10] build error: "No such version exists!"
UntouchedWagons replied to kauan99's topic in Modder Support
No it was an actual problem on the minecraftforge.net site. A JSON file which is used in compiling was empty for some reason. -
What's the difference between EntityPlayer.getCurrentEquippedItem(), EntityPlayer.getItemInUse() and EntityPlayer.getHeldItem()? They all return ItemStacks. When my block's onBlockActivated method is fired, I want to check if what the player is holding is a wrench or wrench-like item, so I guess I'd want to use getHeldItem.
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1.8 make something happen when armor is equipped
UntouchedWagons replied to cdainesy's topic in Modder Support
This is assuming that you'd be changing the light level of the block where the player's head is. What you could do is save the player's last x, y, and z location somehow and on every armor tick, compare that to the player's current location. If that has changed, set the old location's light level to 0 and the new location to 15. It's also worth noting that doing several light updates a second could be problematic.