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Arkazex

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  1. I tried that, but it still doesn't work. Am I missing something really obvious, or is this just more complicated than I thought? Code:
  2. So I did what you said, and now the block is entirely passable (ie. players and entites pass through it like signs/buttons) Updated code:
  3. I don't mean to be unnecessarily bumpy, but does nobody know how to do this?
  4. Hello, I am trying to make a model that has a custom collision model, with three walls, and an open side, so that the player can walk into it, but not out of the sides. (See the picture for clarification) Picture for Clarification: I looked at the code for Hoppers (Since I know you can fall into it a little bit) and I copied it into my block class, changing the values to match my model, but the block is still completely impassable. Does anybody know what I did wrong, or have any idea what I could do to make it work? Here is the code of my block class: Thanks in advance, - Nicholas
  5. Hello, and sorry if my title or the text that is to follow is a little bit confusing. I'm trying to make a block, that when placed will automatically take up the two blocks it's placed in (Much like a door), however no matter what I try, I can't get it to work. I'm wondering if there is any tutorial for this kind of thing, but if there isn't I'll quickly explain how I'm going about it right now. I have created two models (for the top half and the bottom half) of the object, and I have verified that these models both work in game. I currently have it set up so that when the renderer is called to render the block, it attempts to retrieve a piece of data from the block, and then decides what model to use based off of that. public class RenderElevatorCar extends TileEntitySpecialRenderer{ private static final ResourceLocation texture = new ResourceLocation(ArkMod.MODID + ":textures/model/ElevatorCar.png"); @Override public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) { //Get the entity ElevatorCarEntity entity = (ElevatorCarEntity) tileentity; //Get the model this entity uses TileEntityModel model = ElevatorCarEntity.carModel[entity.model]; System.out.println(entity.model); GL11.glPushMatrix(); GL11.glTranslatef((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F); GL11.glRotatef(180, 0F, 0F, 1F); this.bindTexture(texture); GL11.glPushMatrix(); model.renderModel(0.0625f); GL11.glPopMatrix(); GL11.glPopMatrix(); } } The problem I seem to be having here is that I can not figure out how to store data in the Tile Entity. When I set ElevatorCarEntity.model anywhere, it simply does not show up when it comes time to render that block. (For all I know this might be a really bad way of going about this, and if it is, I'd greatly appreciate to know). I have tried to use NBT tags, but to no avail (I haven't been able to find a good tutorial for it, and the ones I was able to follow ended up not working). I have been trying to get this working for many hours, and I am fresh out of ideas. Any help and/or criticism would be greatly appreciated. Thanks in advance, - Nicholas
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