-
Posts
20 -
Joined
-
Last visited
Converted
-
Gender
Male
-
Personal Text
The Hero of Time <3
WilLink's Achievements

Tree Puncher (2/8)
-1
Reputation
-
I'm making this beacon block(basicly a beacon without a block) And the renderer works fine, except lighting is strange when the block is placed on the ground... ProbeBlock.class: package trm.dataprobes.blocks; import java.util.List; import net.minecraft.block.BlockContainer; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.AxisAlignedBB; import net.minecraft.util.ChatComponentText; import net.minecraft.util.IIcon; import net.minecraft.world.World; import trm.dataprobes.NavigatioNav; import trm.dataprobes.NavigatioNavItems; import trm.dataprobes.tentity.TileEntityProbe; import trm.dataprobes.tentity.TileEntityProbeActivated; public class ProbeBlock extends BlockContainer { public ProbeBlock() { super(Material.iron); this.setBlockName("probeblock"); this.setLightLevel(2); this.setBlockUnbreakable(); } @Override public boolean isOpaqueCube() { return false; } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int x, int y, int z) { return null; } @Override public int getRenderType() { return -1; } @Override public void registerBlockIcons(IIconRegister reg) { blockIcon = reg.registerIcon(NavigatioNav.ModID + ":" + "probe"); } @Override public TileEntity createNewTileEntity(World var1, int var2) { return new TileEntityProbe(); } @Override public void onBlockClicked(World world, int x, int y, int z, EntityPlayer player) { if (!world.isRemote && player.getHeldItem() != null && player.getHeldItem().getItem() == NavigatioNavItems.navDevice) { player.addChatMessage(new ChatComponentText("Data Probe - Removed.")); world.setBlockToAir(x, y, z); } } @Override public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int var, float j, float k, float l) { if(!world.isRemote && player.getHeldItem() != null && player.getHeldItem().getItem() == NavigatioNavItems.navDevice) { player.addChatMessage(new ChatComponentText("Data Probe - Installed!")); world.setBlock(x, y, z, NavigatioNavItems.probe_activated); } else if(!world.isRemote) { player.addChatMessage(new ChatComponentText("You need a NavDevice, to configure this.")); } if(player.getHeldItem() != null && player.getHeldItem().getItem() == NavigatioNavItems.navDevice) return true; else return false; } } TileEntityProbe.class: package trm.dataprobes.tentity; import trm.dataprobes.NavigatioNavItems; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.World; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public final class TileEntityProbe extends TileEntity { private boolean field_146015_k = true; @SideOnly(Side.CLIENT) private long field_146016_i; @SideOnly(Side.CLIENT) private float field_146014_j; @SideOnly(Side.CLIENT) public double getMaxRenderDistanceSquared() { return 65536.0D; } @Override @SideOnly(Side.CLIENT) public AxisAlignedBB getRenderBoundingBox() { return INFINITE_EXTENT_AABB; } @SideOnly(Side.CLIENT) public float func_146002_i() { if (!this.field_146015_k ) { return 0.0F; } else { int i = (int)(this.worldObj.getTotalWorldTime() - this.field_146016_i); this.field_146016_i = this.worldObj.getTotalWorldTime(); if (i > 1) { this.field_146014_j -= (float)i / 40.0F; if (this.field_146014_j < 0.0F) { this.field_146014_j = 0.0F; } } this.field_146014_j += 0.025F; if (this.field_146014_j > 1.0F) { this.field_146014_j = 1.0F; } return this.field_146014_j; } } } TileEntityProbeRenderer: package trm.dataprobes.tentity; import net.minecraft.client.renderer.OpenGlHelper; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.MathHelper; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import trm.dataprobes.NavigatioNav; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; @SideOnly(Side.CLIENT) public class TileEntityProbeRenderer extends TileEntitySpecialRenderer { private static final ResourceLocation field_147523_b = new ResourceLocation(NavigatioNav.ModID + ":" + "textures/entity/nav_beam.png"); public void renderTileEntityAt(TileEntityProbe entity, double x, double y, double z, float p_147522_8_) { float f1 = entity.func_146002_i(); GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F); if (f1 > 0.0F) { Tessellator tessellator = Tessellator.instance; this.bindTexture(field_147523_b); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_S, 10497.0F); GL11.glTexParameterf(GL11.GL_TEXTURE_2D, GL11.GL_TEXTURE_WRAP_T, 10497.0F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_CULL_FACE); GL11.glDisable(GL11.GL_BLEND); GL11.glDepthMask(true); OpenGlHelper.glBlendFunc(770, 1, 1, 0); float f2 = (float)entity.getWorldObj().getTotalWorldTime() + p_147522_8_; float f3 = -f2 * 0.2F - (float)MathHelper.floor_float(-f2 * 0.1F); byte b0 = 1; double d3 = (double)f2 * 0.025D * (1.0D - (double)(b0 & 1) * 2.5D); tessellator.startDrawingQuads(); tessellator.setColorRGBA(255, 125, 75, 32); double d5 = (double)b0 * 0.2D; double d7 = 0.5D + Math.cos(d3 + 2.356194490192345D) * d5; double d9 = 0.5D + Math.sin(d3 + 2.356194490192345D) * d5; double d11 = 0.5D + Math.cos(d3 + (Math.PI / 4D)) * d5; double d13 = 0.5D + Math.sin(d3 + (Math.PI / 4D)) * d5; double d15 = 0.5D + Math.cos(d3 + 3.9269908169872414D) * d5; double d17 = 0.5D + Math.sin(d3 + 3.9269908169872414D) * d5; double d19 = 0.5D + Math.cos(d3 + 5.497787143782138D) * d5; double d21 = 0.5D + Math.sin(d3 + 5.497787143782138D) * d5; double d23 = (double)(256.0F * f1); double d25 = 0.0D; double d27 = 1.0D; double d28 = (double)(-1.0F + f3); double d29 = (double)(256.0F * f1) * (0.5D / d5) + d28; double bottom = 1.0D - 1; tessellator.addVertexWithUV(x + d7, y + d23, z + d9, d27, d29); tessellator.addVertexWithUV(x + d7, y + bottom, z + d9, d27, d28); tessellator.addVertexWithUV(x + d11, y + bottom, z + d13, d25, d28); tessellator.addVertexWithUV(x + d11, y + d23, z + d13, d25, d29); tessellator.addVertexWithUV(x + d19, y + d23, z + d21, d27, d29); tessellator.addVertexWithUV(x + d19, y + bottom, z + d21, d27, d28); tessellator.addVertexWithUV(x + d15, y + bottom, z + d17, d25, d28); tessellator.addVertexWithUV(x + d15, y + d23, z + d17, d25, d29); tessellator.addVertexWithUV(x + d11, y + d23, z + d13, d27, d29); tessellator.addVertexWithUV(x + d11, y + bottom, z + d13, d27, d28); tessellator.addVertexWithUV(x + d19, y + bottom, z + d21, d25, d28); tessellator.addVertexWithUV(x + d19, y + d23, z + d21, d25, d29); tessellator.addVertexWithUV(x + d15, y + d23, z + d17, d27, d29); tessellator.addVertexWithUV(x + d15, y + bottom, z + d17, d27, d28); tessellator.addVertexWithUV(x + d7, y + bottom, z + d9, d25, d28); tessellator.addVertexWithUV(x + d7, y + d23, z + d9, d25, d29); tessellator.draw(); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glDepthMask(false); tessellator.startDrawingQuads(); tessellator.setColorRGBA(255, 255, 255, 32); double d30 = 0.2D; double d4 = 0.2D; double d6 = 0.8D; double d8 = 0.2D; double d10 = 0.2D; double d12 = 0.8D; double d14 = 0.8D; double d16 = 0.8D; double d18 = (double)(256.0F * f1); double d20 = 0.0D; double d22 = 1.0D; double d24 = (double)(-1.0F + f3); double d26 = (double)(256.0F * f1) + d24; tessellator.addVertexWithUV(x + d30, y + d18, z + d4, d22, d26); tessellator.addVertexWithUV(x + d30, y + bottom, z + d4, d22, d24); tessellator.addVertexWithUV(x + d6, y + bottom, z + d8, d20, d24); tessellator.addVertexWithUV(x + d6, y + d18, z + d8, d20, d26); tessellator.addVertexWithUV(x + d14, y + d18, z + d16, d22, d26); tessellator.addVertexWithUV(x + d14, y + bottom, z + d16, d22, d24); tessellator.addVertexWithUV(x + d10, y + bottom, z + d12, d20, d24); tessellator.addVertexWithUV(x + d10, y + d18, z + d12, d20, d26); tessellator.addVertexWithUV(x + d6, y + d18, z + d8, d22, d26); tessellator.addVertexWithUV(x + d6, y + bottom, z + d8, d22, d24); tessellator.addVertexWithUV(x + d14, y + bottom, z + d16, d20, d24); tessellator.addVertexWithUV(x + d14, y + d18, z + d16, d20, d26); tessellator.addVertexWithUV(x + d10, y + d18, z + d12, d22, d26); tessellator.addVertexWithUV(x + d10, y + bottom, z + d12, d22, d24); tessellator.addVertexWithUV(x + d30, y + bottom, z + d4, d20, d24); tessellator.addVertexWithUV(x + d30, y + d18, z + d4, d20, d26); tessellator.draw(); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); } GL11.glAlphaFunc(GL11.GL_GREATER, 0.5F); } public void renderTileEntityAt(TileEntity entity, double x, double y, double z, float par5) { this.renderTileEntityAt((TileEntityProbe)entity, x, y, z, par5); } } Here's a screenshot of the issue: (And if I put the beacon on top of a block emitting light(Glowstone or Redstone Lamp) the glowstone/lamp becomes invisible and I can see caves through it.)
-
I want to make a sword that shoots laser beams. Neat. Well, when you hit(swing) it will fire a beam soaring through the sky. I already have that code but I need a method for it to trigger. there is the onEntityLeftClick() but I need it, also when you just left click the air(swing). Any suggestions? I even tried TickHandling...
-
[Not Solved!]Special Background Playing Jukebox OR looping records!
WilLink replied to WilLink's topic in Modder Support
Thanks! However, is there anyway to make the Music Loop? A trigger for looping music? -
Hey! I'm currently working on a private mod and I want to add special triggered background music! - What I want is that when you put a custom cd in a custom jukebox, it will play the records music file, but in the background instead of at the jukeboxs location! I mean, so no matter how far away you are, the volume won't change! - I tried using SoundMoving and other stuff but it didn't work... If that above is too complicated, then making the record loop would also be an option!
-
Ohh my... How did I NOT see that? Haha, thx! Fixed my problem
-
So I followed this tutorial: http://www.minecraftforum.net/forums/mapping-and-modding/mapping-and-modding-tutorials/1571595-1-7-2-how-to-code-custom-3d-armor-models-3d?page=6#entry30852686 And what I have right now is: MainClass: (Called zmod) (Actually its called ZMod but i have a variable zmod (public static ZMod zmod;)) @EventHandler public void preInit(FMLPreInitializationEvent event) { proxy.registerItemRenderers(); zmod.items(); } public static void items() { byrne = new ItemSword(ToolMaterial.EMERALD).setUnlocalizedName("byrne").setTextureName(zmod.Id + ":" + "byrne").setCreativeTab(zTab); zmod.registerItems(); } public static void registerItems() { GameRegistry.registerItem(byrne, "Byrne"); } ClientProxy: @Override public void registerItemRenderers() { MinecraftForgeClient.registerItemRenderer(ZMod.byrne, new ItemRenderer()); } ItemRenderClass: package zelda.render; import net.minecraft.client.Minecraft; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; import org.lwjgl.opengl.GL11; public class ItemRenderer implements IItemRenderer { //you'll need an instance of your model. you could also add it to the constructor as an argument to be able to reuse this class for //every model you add ModelByrne swordmodel; Minecraft mc = Minecraft.getMinecraft(); //constructor public ItemRenderer() { swordmodel = new ModelByrne(); } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { float scale; switch (type) { case EQUIPPED: // render in third person GL11.glPushMatrix(); //start gl rendering for this section mc.renderEngine.bindTexture(new ResourceLocation( "subaraki:weapons/Sword.png")); GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); //rotate 0 ° on X axis GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); // rotate -5 ° on Y axis GL11.glRotatef(-150F, 0.0f, 0.0f, 1.0f); // rotate -150 ° on Z axis GL11.glTranslatef(-0.8F, 0.6F, -0.1F); //translate model to fit in the hand of the player //the entity argument can/could be passed to as null. swordmodel.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); //Stop gl rendering for this section break; case EQUIPPED_FIRST_PERSON: //rince and repeat the rendering. adjust axis' and translation as needed GL11.glPushMatrix(); mc.renderEngine.bindTexture(new ResourceLocation( "subaraki:weapons/Sword.png")); GL11.glRotatef(0F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(-5F, 0.0f, 1.0f, 0.0f); GL11.glRotatef(-150F, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(-0.8F, 0.9F, -0.1F); swordmodel.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case ENTITY: GL11.glPushMatrix(); scale = 1.5F; GL11.glScalef(scale, scale, scale); mc.renderEngine.bindTexture(new ResourceLocation( "subaraki:weapons/Sword.png")); GL11.glRotatef(90F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(0F, 0.0f, 1.0f, 0.0f); GL11.glRotatef(45F, 0.0f, 0.0f, 1.0f); GL11.glTranslatef(-0.2F, 1F, 0F); swordmodel.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; case INVENTORY: GL11.glPushMatrix(); scale = 0.7F; GL11.glScalef(scale, scale, scale); mc.renderEngine.bindTexture(new ResourceLocation( "zelda:models/ByrneWeapon.png")); GL11.glRotatef(200F, 1.0f, 0.0f, 0.0f); GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f); GL11.glTranslatef(0.0F, 1.2F, 0F); //this is a method made by me in my model class to render only the modelparts, without an entity argument, because in your inventory, //the entity is always null. swordmodel.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); break; default: break; } } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return true; } public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { switch (type) { case INVENTORY: return true; default: break; } return false; } } ModelClass: package zelda.render; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; public class ModelByrne extends ModelBase { //fields ModelRenderer Metal1; ModelRenderer Metal2; ModelRenderer Handle; ModelRenderer Hand; ModelRenderer Finger1; ModelRenderer Finger2; ModelRenderer Finger3; ModelRenderer Finger4; ModelRenderer Finger5; ModelRenderer Finger6; ModelRenderer Finger7; ModelRenderer Finger8; ModelRenderer Finger9; ModelRenderer Finger0; public ModelByrne() { textureWidth = 64; textureHeight = 32; Metal1 = new ModelRenderer(this, 27, 0); Metal1.addBox(0F, 0F, 0F, 8, 7, 2); Metal1.setRotationPoint(-4F, 13F, -8F); Metal1.setTextureSize(64, 32); Metal1.mirror = true; setRotation(Metal1, 0F, 0F, 0F); Metal2 = new ModelRenderer(this, 27, 10); Metal2.addBox(0F, 0F, 0F, 7, 6, 2); Metal2.setRotationPoint(-3.5F, 13.5F, 0F); Metal2.setTextureSize(64, 32); Metal2.mirror = true; setRotation(Metal2, 0F, 0F, 0F); Handle = new ModelRenderer(this, 0, 0); Handle.addBox(0F, 0F, 0F, 6, 5, 6); Handle.setRotationPoint(-3F, 14F, -6F); Handle.setTextureSize(64, 32); Handle.mirror = true; setRotation(Handle, 0F, 0F, 0F); Hand = new ModelRenderer(this, 0, 13); Hand.addBox(0F, 0F, 0F, 5, 4, 4); Hand.setRotationPoint(-2.5F, 14.5F, 2F); Hand.setTextureSize(64, 32); Hand.mirror = true; setRotation(Hand, 0F, 0F, 0F); Finger1 = new ModelRenderer(this, 50, 0); Finger1.addBox(0F, 0F, 0F, 1, 1, 2); Finger1.setRotationPoint(-2.2F, 15.8F, 8F); Finger1.setTextureSize(64, 32); Finger1.mirror = true; setRotation(Finger1, -0.5651149F, 0F, 0F); Finger2 = new ModelRenderer(this, 50, 0); Finger2.addBox(0F, 0F, 0F, 1, 1, 2); Finger2.setRotationPoint(-2.2F, 15.8F, 6F); Finger2.setTextureSize(64, 32); Finger2.mirror = true; setRotation(Finger2, 0F, 0F, 0F); Finger3 = new ModelRenderer(this, 50, 0); Finger3.addBox(0F, 0F, 0F, 1, 1, 2); Finger3.setRotationPoint(2F, 15.8F, 4F); Finger3.setTextureSize(64, 32); Finger3.mirror = true; setRotation(Finger3, 0F, 0.3490659F, 0F); Finger4 = new ModelRenderer(this, 50, 0); Finger4.addBox(0F, 0F, 0F, 1, 1, 2); Finger4.setRotationPoint(1.1F, 15.7F, 8F); Finger4.setTextureSize(64, 32); Finger4.mirror = true; setRotation(Finger4, -0.5651149F, 0F, 0F); Finger5 = new ModelRenderer(this, 50, 0); Finger5.addBox(0F, 0F, 0F, 1, 1, 2); Finger5.setRotationPoint(-1.1F, 15.6F, 6F); Finger5.setTextureSize(64, 32); Finger5.mirror = true; setRotation(Finger5, 0F, 0F, 0F); Finger6 = new ModelRenderer(this, 50, 0); Finger6.addBox(0F, 0F, 0F, 1, 1, 2); Finger6.setRotationPoint(-1.1F, 15.6F, 8F); Finger6.setTextureSize(64, 32); Finger6.mirror = true; setRotation(Finger6, -0.5651149F, 0F, 0F); Finger7 = new ModelRenderer(this, 50, 0); Finger7.addBox(0F, 0F, 0F, 1, 1, 2); Finger7.setRotationPoint(0F, 15.5F, 8F); Finger7.setTextureSize(64, 32); Finger7.mirror = true; setRotation(Finger7, -0.5651149F, 0F, 0F); Finger8 = new ModelRenderer(this, 50, 0); Finger8.addBox(0F, 0F, 0F, 1, 1, 2); Finger8.setRotationPoint(1.1F, 15.7F, 6F); Finger8.setTextureSize(64, 32); Finger8.mirror = true; setRotation(Finger8, 0F, 0F, 0F); Finger9 = new ModelRenderer(this, 50, 0); Finger9.addBox(0F, 0F, 0F, 1, 1, 2); Finger9.setRotationPoint(2.7F, 15.8F, 5.9F); Finger9.setTextureSize(64, 32); Finger9.mirror = true; setRotation(Finger9, -0.5651149F, 0.3490659F, 0F); Finger0 = new ModelRenderer(this, 50, 0); Finger0.addBox(0F, 0F, 0F, 1, 1, 2); Finger0.setRotationPoint(0F, 15.5F, 6F); Finger0.setTextureSize(64, 32); Finger0.mirror = true; setRotation(Finger0, 0F, 0F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); Metal1.render(f5); Metal2.render(f5); Handle.render(f5); Hand.render(f5); Finger1.render(f5); Finger2.render(f5); Finger3.render(f5); Finger4.render(f5); Finger5.render(f5); Finger6.render(f5); Finger7.render(f5); Finger8.render(f5); Finger9.render(f5); Finger0.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); } } When I select the Item in my hotbar it just displays as a normal item... No 3D Model in hand? Any help? EDIT: There are no shown errors.
-
Hey Guys! First of all... I did not know where to post this but I wanted it to go here on The FML Forums! - Feel free to move it or anything. But well... I'm working on a Zelda - Wind Waker based mod, called After Winds. It is a mod who is supposed to take place(I will explain later) before the adventures of Wind Waker but you are still the same Link, who SPOILER ALERT! The same Link, who left with the pirates in The King of Red Lions at the end of the game. SPOILER END. I haven't done anything great and cool yet, but I managed to do some basic blocks. I hope all you Zelda gamers will be excited! Extra Notes: - Added Dins, Nayrus and Farores Pearl. - Added The Master Sword, which can be upgraded by right-clicking on a Triforce block. (It will require to play a melody with the Wind Waker later on ) Here are my pictures: (more to come) Earth Temple Boss Room(With Triforce to restore The Master Swords power. Earth Temple with Light Effects Thanks
-
Thank you!!! It worked