
Xcox123
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Everything posted by Xcox123
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Oh my god I am so stupid It works now thanks for helping me!
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How can I change the stone to a custom stone on a new world type biome?
Xcox123 replied to tamanor's topic in Modder Support
Hmm.. maybe try giving your costume stone a dress. Oooooh, maybe a party hat! Make it look fabulous! -
Yeah, I was only half way through testing when I noticed the texture issue so the quads are all messed up And still nothing. I'm about to github the whole mod, so maybe something's up there? https://github.com/Xcox123/TehFoodMod
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package com.xcox123.tehfoodmod.renderer.tileentity; import org.lwjgl.opengl.GL11; import com.xcox123.tehfoodmod.tehfoodmod; import com.xcox123.tehfoodmod.Block.BlockWindmill; import cpw.mods.fml.common.FMLCommonHandler; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.init.Blocks; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; /** * Created by Adam on 20/08/2014. */ public class TileEntityRenderWindmill extends TileEntitySpecialRenderer { private final ResourceLocation textureWindmill = new ResourceLocation("tehfoodmod", "textures/model/windmill.png"); private int textureWidth = 64; private int textureHeight = 32; @Override public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)x, (float)y, (float)z); Tessellator tess = Tessellator.instance; this.bindTexture(textureWindmill); IBlockAccess world = tileentity.getWorldObj(); tess.startDrawingQuads(); //Starts drawing { tess.addVertexWithUV(0, 0, 1, 1, 1); tess.addVertexWithUV(1, 1, 1, 1, 0); tess.addVertexWithUV(0, 1, 0, 0, 0); tess.addVertexWithUV(0, 0, 0, 0, 1); } tess.draw(); //Draws int brightness = tehfoodmod.blockWindmill.getMixedBrightnessForBlock(world, tileentity.xCoord, tileentity.yCoord, tileentity.zCoord); tess.setBrightness(brightness); tess.setColorOpaque_F(1.0F, 1.0F, 1.0F); /* * Tried brightness code above outside of GL11.glPopMatrix() and same effect happens */ GL11.glPopMatrix(); } } Texture: Just saying, ^^ is found at this path: C:\Users\Adam\Desktop\Modding\1.7\TehFoodMod\Source\src\main\resources\assets\tehfoodmod\textures\model
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anyone else got a solution?
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Yup it's there. It's loading a texture, just its rendering black(no purple)
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I did that ^^ and still no differance.
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Theres plenty of tutorials out there for this.
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Well guessing from previous releases, no freaking way a pre-release forge, and 1.8, due to the rendering/handling changes, will take AT LEAST 3 months estimate for 1.8 forge to be released
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Yeah thats why I wanted the world...
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Nope, still black, heres my code now public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)x, (float)y, (float)z); Tessellator tess = Tessellator.instance; this.bindTexture(textureWindmill); IBlockAccess world = tileentity.getWorldObj(); int brightness = tehfoodmod.blockWindmill.getMixedBrightnessForBlock(world, tileentity.xCoord, tileentity.yCoord, tileentity.zCoord); tess.setBrightness(brightness); tess.setColorOpaque_F(1.0F, 1.0F, 1.0F); tess.startDrawingQuads(); //Starts drawing { tess.addVertexWithUV(0, 0, 1, 1, 1); tess.addVertexWithUV(1, 1, 1, 1, 0); tess.addVertexWithUV(0, 1, 0, 0, 0); tess.addVertexWithUV(0, 0, 0, 0, 1); } tess.draw(); //Draws GL11.glPopMatrix(); }
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Thanks! And thanks for clearing up the multiple world things
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renderTileEntityAt extending TileEntitySpecialRenderer. And I'm not sure specifically what world. I know that it has IBlockAccess built into it(thats what I need access to). I'd assume the main world, the one you have as World world in your method params.
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Hey, simple question. How do I get an instance 9f the world when I do not have it in my method params(not sure what they're called, but the "public void method(method params){"
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Awesome thanks! One question though(prob nooby), where do I get my IBlockAccess from in a TESR?
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Checking if a TileEnity is extending a base class of my mod
Xcox123 replied to traxys's topic in Modder Support
Herm not sure whether this was a typing error in the post or your code, but It's spelt instanceof -
Hey, I was making a custom rendered block with Tesselators for the first time, and when I saw my block the place where my .png was supposed to be placed was black(my png is bright pink). Can anyone help? Heres my rendering code: public class TileEntityRenderWindmill extends TileEntitySpecialRenderer { private final ResourceLocation textureWindmill = new ResourceLocation("tehfoodmod", "textures/model/windmill.png"); private int textureWidth = 64; private int textureHeight = 32; @Override public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { GL11.glPushMatrix(); GL11.glTranslatef((float)x, (float)y, (float)z); Tessellator tess = Tessellator.instance; this.bindTexture(textureWindmill); tess.startDrawingQuads(); //Starts drawing { tess.addVertexWithUV(0, 0, 1, 1, 1); tess.addVertexWithUV(1, 1, 1, 1, 0); tess.addVertexWithUV(0, 1, 0, 0, 0); tess.addVertexWithUV(0, 0, 0, 0, 1); } tess.draw(); //Draws GL11.glPopMatrix(); } }
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http://www.minecraftforge.net/wiki/Basic_Items My first google....
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[1.7.10][Solved] Item modifies terrain, but blocks keep changing back
Xcox123 replied to UFIOES's topic in Modder Support
Want it to run server-side? isRemote's a boolean, so !world.isRemote will do. -
1. Use spoiler tags for code 2. Please actually try googling before posting here.. there are plenty of tutorials on how to do this. Heres what you've done wrong(so you know) 1. Do not declare BedrockPiece as Item(). Make your own class. 2. You have not included @SideOnly(Side.CLIENT) in your code anywhere. This goes in your own class you made above 3. You have 2 public void init's, why? 4. You have not set the ItemID. Really... what do you expect. Code doesn't go "oh I guess he'll want a texture for this... lets try and find it". You need to tell it exactly what do to. Where in your code do you think you've told it to load a texture?
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[1.7.10][Solved] Item modifies terrain, but blocks keep changing back
Xcox123 replied to UFIOES's topic in Modder Support
public ItemStack onItemRightClick(ItemStack stack, World world, EntityPlayer player) { if(world.isRemote){ CODE } } -
Well everyone has different opinions I guess
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I started learning minecraft modding in 1.6. Then, I took a month or two break(by that time 1.7 was out). From rumors I heard, 1.7 is quite differant from 1.6. I decided that I would learn everything in 1.6, try and get a good understanding on how to do things, and then update everything to 1.7. Thats what I'm doing.
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Okay, I'll try again and find another tutorial. And can you stop telling me to update, there are reasons.