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TheEpicTekkit

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Everything posted by TheEpicTekkit

  1. What I mean is that the texture stays where it is, if I change the block bounds, it doesnt move the texture with it.
  2. Hello everyone. So I have been thinking, and wanted to learn to use LWJGL and GL11 in depth, and in doing some research, and seeing some of the possibilities, I came up with the idea of doing a shader mod, Now I know this has been done before, but I want to have a go to learn. Now I also feel that I am in a better position to make a shader mod than someone with a computer that can run vanilla at like 400 FPS, as I can only really run vanilla at 30 - 60 fps. which is playable, but when it comes to texture packs greater than 128x, or modpacks with like 200 mods, it becomes quite slow. And so this will really kind of force me to optimise the mod as much as possible, until it runs smoothly on vanilla (if I cant get the game running with at most 40% framerate drop, than I might not release it). Now things I would like to do are the following: Now I am not sure how much of this, is possible, or how much of this I will complete, and I know I have big ambitions, but It would be great if I could get some guidance, point me to some tutorials, give me advice on what might be the best way to do something, maybe give me any ideas you might have. Also tell me if things like the 3d portal render are impossible, I have a feeling that it is, probably for every programming language, but it is an idea. Thanks in advance.
  3. Okay, I guess that'll work, but the only thing is the texture wont move. Any ideas on that? if not, I'll just make an item renderer. Anyway, will have to wait till tomorrow.
  4. Okay, thanks, it worked. That was the method I was looking for, I just couldn't remember what it was called. Now another thing that I would like to do, is move the blocks item render up in the players hand, because it is a very flat block, and is almost off the screen, also it is actually below the players hand in F5 mode. again, I don't want an item renderer unless I really have to.
  5. Hello all. So I have made a block that changes its block bounds based on metadata (just gets 3 px taller for each metadata value) but the item in my hand is acting strange when I do that. So I have made it so that when the player activates the block with another one of that block in their hand, it increases the size of the block. Now when this happens, the one in the players hand also increases in size, and I want it to stay at the default size. Now what is slightly strange with this, is that it changes to the size of the block I am at. So for example, if I am looking at a maximum sized one of this block, the block in my hand will be that size, even when I look away, but as soon as I mouse over another different sized one of this block, it changes to that blocks size. Now I would like to be able to fix this without setting up a custom item renderer (I already have enough of those ). So i'm pretty sure there is a method that sets the metadata of the block in the players hand, but I cant find it. I always want the item version to have metadata 0. Thanks for your help.
  6. Okay, Nevermind, after some digging into minecrafts code, I figured it out: Item item = player.getHeldItem().getItem(); if (item == Item.getItemFromBlock(BlockHandler.MyBlock)) { System.out.println("Test"); }
  7. Sorry for so many posts, but this is completely unrelated, so I thought it needed a new topic. The title pretty much explains, I cant figure out the getItemFromBlock() method, I am using it in an if statement: if (player.getHeldItem().getItem().getItemFromBlock(MyBlock) == BlockHandler.MyBlock) {...} This returns an error saying: "Incompatible operand types Item and Block" so the block in the brackets of getItemFromBlock is returning an item?!? How do I check what item the player is holding, if it is a block? because I cant compare an itemstack to a block Also, I have come here again, because I cant find anything on google about getItemFromBlock method. Thanks
  8. Okay, thanks. I also just looked at the onBlockActivated method in the vanilla furnace(probably should have done before posting here), and they also always return true. But one thing that still doesn't make sense, is it the server knows the player opened the gui, but the client doesn't, than how does standing where it would try to place the block stop the gui from opening? because as far as the server knows, the gui is open....
  9. Okay, so this is really weird, it is a very minor bug, but it is annoying, and has been bugging me for a week or so now. I have several blocks in my mod that when right clicked, open a gui, now when I right click the block, it places down the block I am holding for a split second, then removes it, and puts it back in my inventory, and then opens the gui. Now this causes a small but noticeable delay in opening the gui, also, if I am standing in the space where it would try to place the block for a split second, it wont let me open the gui because it cant place the block. This is my onBlockActivated methods (pretty much the same on all my gui blocks) Am I doing something wrong here?
  10. There is no keyBindSneak method in gemeRegistry.... after I type the "." and eclipse brings up a list of methods, if I press k, it disappears, so there isn't even a method that starts with k.
  11. Okay, so I do want the info button to be the sneak key, so if the player changes it, that is the new button to hold, so I don't want to do the keyboard.isKeyDown thing. But I have a problem; player.isSneaking() doesn't work.... I am using the EntityPlayer in the addInformation() method. I am assuming that the isSneaking() method doesn't work in inventories, because, I guess that it was never intended to be used in guis.
  12. Hello, I am trying to figure out how to make a 'Hold Shift for Info" function for a tooltip, but I cant seem to find any info about this on the internet, so my last resource is here... I already have the tooltip done, but I only want it to show when I press shift. Thanks for the help.
  13. so onPreviousTick would go at the start of the updateEntity() method?
  14. I mean, the block is constantly ticking, how do I save a variable in one tick, and then save a new variable on the next tick? because surely they would both be saved at the same time, so would have the same value.
  15. Thanks, very helpful Great work!
  16. Hello everyone! I am trying to calculate the change in an energy value over a tick, but I cant seem to figure out how to do this. I am trying to do this because I want to be able to get how much is being generated, used or transmitted, and want to be able to display these values to the player. Thanks for the help.
  17. Sorry to bother you again. I have come across another problem, I am trying to make a method that allows me to fill an empty bucket from a tank in an inventory, and visa versa, fill an empty tank or a tank that has the same liquid as the bucket, from a bucket in a slot and return an empty bucket. These are the methods so far; the fill tank from bucket kind of works, and the fill bucket from tank doesn't work. I don't know why this isn't working. Is there something obvious that I have missed? or is this the complete wrong way to do this, or is there even a right or wrong way to do this? Thanks for your help in advance.
  18. I have a simple question; What is the difference between a fluidstack and a fluid? and more importantly, which one should I be using and under what circumstances? I am making a recipe class for a machine that uses fluids, and I am using fluidstacks in the recipe, but I really dont know if that is right. Thanks.
  19. Is this even possible? or does nobody know how to do this?
  20. Also, in the recipe class, would I use the fluid or the block, as a fluid is made of both of them. What one does a tank in an inventory store if it is a tank from IFluidHandler? Im also confused about what the difference between the fluid fluid and the block fluid is.
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