Everything posted by memcallen
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Entity Renderer not rendering
I'm making an entity in 1.8, the entity works but the renderer doesn't. I've been copying the code from the Ender crystal because I want to make it render like the crystal. I tried to just use the ender crystal renderer, but that doesn't work. Also, my entity doesn't have a bounding box for whatever reason (do I need to set this?).
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1.8 Model exporter for blender?
Does anyone know of a good model exporter for blender? I use blender frequently and I want to use it for my models but there's no built in json model exporter. Thanks
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[1.8]Render class question
My entity does exsist, onUpdate prints a message. Entity: Renderer:
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[1.8]Render class question
1.I'm not sure the proper way to check, but I can spawn it in with /summon. 2.I changed that, thanks.
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[1.8]Render class question
I checked, and it isn't being called. How do I fix it? I've registered it in my client proxy with: RenderManager renderer = Minecraft.getMinecraft().getRenderManager(); RenderingRegistry.registerEntityRenderingHandler(Artifact.class, new RenderArtifact(renderer));
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[1.8]Render class question
I'm making my own render class that is based on 'RenderEnderCrystal' and I'm wondering what the proper way to do this is. Currently I'm just copying the class and changing EntityEnderCrystal to my entity but it's not working. This is my render class:
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[1.8]Entity disappears after relogging
My artifact is basically the EntityEnderCrystal, with the names and a public string called 'research' that's stored in nbt. It also extends EntityEnderCrystal.
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[1.8] Dimensions, Generating A Structure Once (SOLVED)
The variable would need to be saved between world saves somehow, but it should work.
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[1.8] Dimensions, Generating A Structure Once (SOLVED)
I'm not sure if worlds have nbt but you could generate the structure once with an IWorldGenerator and then create a tag that says the structure has been built so it doesn't keep rebuilding it. Then again I've never really messed around with a chunk provider so I have no idea if this is possible.
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[1.7.10][unsolved] Armor That Changes Skin
You could try and replace the player model, kind of like the morph mod when you kill another player. (I have no idea how this would work though)
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[1.8] [SOLVED] Ore Generation Questions
For the weight, I generally put 1 but I honestly have no idea what it does (perhaps it's preference over other generators)
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[1.8] [SOLVED] Ore Generation Questions
You should have a single class for IWorldGenerator. It has the generate function in it. Make sure you register your generator aswell.
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[1.8] [SOLVED] Ore Generation Questions
Put the if statement around (new WorldGenMinable(NuclearCraft.uraniumOre.getDefaultState(), 3)).generate(world, random, blockPos). Change the rarity by changing 100 to what ever number you want. The higher, the less chance of it spawning. Just make sure that the second number is less than that number or it won't work. I don't know the rarity of diamond, so I can't tell you what numbers to put in it specifically.
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[1.8]Entity disappears after relogging
I changed my Entity registry code to: int ArtifactID = EntityRegistry.findGlobalUniqueEntityId(); EntityRegistry.registerGlobalEntityID(Artifact.class, "AncientArtifact", ArtifactID); EntityRegistry.registerModEntity(Artifact.class, "AncientArtifact", ArtifactID, this.instance, 0, 20, false); The Entity stays in world now. I'm re-using the RenderEnderCrystal class to render my entity, but it isn't rendering anything. RenderManager renderer = Minecraft.getMinecraft().getRenderManager(); RenderingRegistry.registerEntityRenderingHandler(Artifact.class, new RenderEnderCrystal(renderer));
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[1.8] [SOLVED] Ore Generation Questions
Currently, in my structure generator code I have something like: if(RNG.nextInt(100)==50){ //gen code } In theory, this would generate every 100 chunks, one number out of 100. 50 is just a random number. Also I used the random that the function provides you with ('RNG'). Also: this is what my x/z code looks like: int x = (chunkX*16)+RNG.nextInt(16); int z = (chunkZ*16)+RNG.nextInt(16);
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[1.8] [SOLVED] Ore Generation Questions
1.No, chunkx/chunkz is the chunk number, not blocks. If you multiplied it by 16 then it would work. 2.It generates every chunk, so it would spawn a vein in every chunk if you didn't use some kind of random statement to limit it. Also, out of curiosity's sake, why do you have a for loop in that code?
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[1.8]Entity disappears after relogging
For my entity?
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[1.8]Entity disappears after relogging
After logging out and logging back in, my entity disappears. Anyone know why?
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[1.8]how to use a vanilla model for custom entity
So if I extend EntityEnderCrystal it will render how I want it to, correct?
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[1.8]how to use a vanilla model for custom entity
I have a custom entity that I want to look like a vanilla ender crystal. It's currently rendering as a white cube. It also extends entity.class (do I need to change this to the ender crystal class?).
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[1.8]How do I create an Entity?
I'm creating an 'artifact' that essentially looks like the ender crystal and stores a string in it's nbt.
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[1.8]Item rendering as a block
I got it to work after changing random file locations and code.
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[1.8]Item rendering as a block
I essentially have that exact code, except my code doesn't have the extra functions (I make really bad code structure).
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[1.8]How do I create an Entity?
Ok, thanks for the entity class. I asked for a tutorial because it looks like a lot of things changed in 1.8 so I assumed that it changed as well.
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[1.8]How do I create an Entity?
I want to recreate the entity that heals the dragon in the end, but I have no idea what it's called (in the code) or how to create an entity in 1.8. Is there a tutorial that shows how to create an entity?
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