MultiMote
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Posts posted by MultiMote
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oops
try entity.getFlag(0);
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Something like this:
GL11.glTranslatef(k - 100, l, 0); GL11.glScalef(scale, scale, scale); this.drawTexturedModalRect(0, 0, 0, 0, 220, 220);
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You MUST use triangle faces.
In Blender while exporting:
http://up42.ru/u/p/___________________2014-08-15_17_41_06.png[/img]
Or triangulate faces manually.
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entity.isBurning()
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public class RestrictedSlot extends Slot { public RestrictedSlot(IInventory inventory1, int id, int x, int y) { super(inventory1, id, x, y); } @Override public boolean isItemValid(ItemStack par1ItemStack) { return false; } }
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Post your crash log.
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U do it wrong, but Minecraft.getMinecraft().displayGuiScreen(new GuiChat("/something"));
Use Minecraft.getMinecraft().thePlayer.sendChatMessage("/something");
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Fix what?
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Because your material is web. It requires special tool to break this block.
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No, we need a way to ignore already scanned wires during tracing.
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Use RenderGameOverlayEvent.Post instead of RenderGameOverlayEvent.
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e__________r Will give you StackOverflow.
|___|
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yourModel.renderPart("body");
GL11.glTranslatef(...);
GL11.glRotatef(...);
yourModel.renderPart("lid");
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No way.
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Because client. Try it at server.
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Try to open it in audacity and export to same format.
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Your sound has wrong codec.
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drawTexturedModalRect ONLY works with 256х256 images. Change canvas size of your image (make transparent space) or use this:
/** * Тот же drawTexturedModalRect, но для картинок с любым разрешением */ public static void drawNonStandartTexturedRect(int x, int y, int u, int v, int width, int height, int textureWidth, int textureHeight) { float f = 1F / (float) textureWidth; float f1 = 1F / (float) textureHeight; Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV((double) (x), (double) (y + height), 0, (double) ((float) (u) * f), (double) ((float) (v + height) * f1)); tessellator.addVertexWithUV((double) (x + width), (double) (y + height), 0, (double) ((float) (u + width) * f), (double) ((float) (v + height) * f1)); tessellator.addVertexWithUV((double) (x + width), (double) (y), 0, (double) ((float) (u + width) * f), (double) ((float) (v) * f1)); tessellator.addVertexWithUV((double) (x), (double) (y), 0, (double) ((float) (u) * f), (double) ((float) (v) * f1)); tessellator.draw(); }
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Ouch. Use FOVUpdateEvent for zoom.
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I mean Override this method. Not call.
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Look at the setPositionAndRotation2 of boat or minecart.
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How to prevent destoying blocks with this? And it calls when player right clicking useable blocks with this item.
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I can't, because there are many things to explain... and i'm so bad in speaking English =(
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Ouch... why?I'm using MouseEvent and packets.
Because i'm using left click to shoot and right click to toggle aiming.
render block/item on side another block.
in Modder Support
Posted
EntityItem entItem = new EntityItem(entity.getWorldObj(), 0D, 0D, 0D, yourStack);
//then translate, rotate
RenderManager.instance.renderEntityWithPosYaw(entItem, 0, 0, 0, 0, 0);