Jump to content

Schemex

Members
  • Posts

    8
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am new!

Schemex's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. EDIT 2: I have been playing around with it, trying to find a way to recolor from there, but I haven't found one yet. @SubscribeEvent public void setArmorModel(RenderPlayerEvent.SetArmorModel event) { int color = 9109504; float f1 = (float)(color >> 16 & 255) / 255.0F; float f2 = (float)(color >> 8 & 255) / 255.0F; float f3 = (float)(color & 255) / 255.0F; GL11.glColor3f(f1, f2, f3); } I wrote the method above just to see if I can use GL1 to recolor it; however, I think this method is called at the wrong time, I am not using GL1 correctly, or there is a better alternative. EDIT 3: Just a follow up, I tested if the functions are being called by creating a file with the word "test" in it, and, sure enough, when the entity is being rendered, the thread is run (but the color of the armor doesn't change). EDIT 4: Is there a forge event that is called that could simply change the color of the texture when the texture is first initialized?
  2. To: GotoLink Yes, I did, extensively. And that really doesn't matter. It is easier to do it this way and, additionally, I decided to try it out with the if statements and nothing changes.
  3. That didn't help. However, thanks for helping me clean up my code.
  4. Just the color of the armor, that's all.
  5. I am 90% sure you don't... I have seen other posts similar to mine on the forum and there was no mention of that.
  6. Build: Recommended 1.7.10 (downloaded last week) Background: I am attempting to develop a mod that has many different types of armor. For convenience purposes, I am going to simply going to recolor one texture, similar to how leather works. However, I have spent hours reading through tons of posts regarding this to no avail. I have tried reading through the render class for player and I am fairly sure I've implemented it correctly, but, inevitably, it doesn't work. I am able to change the items associated with the armor parts (helmet, chestplate, etc...), but when they are applied to the player, it is the default grey texture I stole from leather armor ( http://i.imgur.com/9r793b0.png ). I am not attempting to use any overlay features. I just want to recolor my textures. My current code: package com.betterToolsAndArmor.armor; import org.lwjgl.opengl.GL11; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.client.renderer.texture.IIconRegister; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.ItemArmor; import net.minecraft.item.ItemStack; import net.minecraft.util.DamageSource; import net.minecraft.util.IIcon; import net.minecraftforge.common.ISpecialArmor; public class ItemArmorLocalBase extends ItemArmor implements ISpecialArmor { public ItemArmorLocalBase(ArmorMaterial p_i45325_1_, int p_i45325_2_, int p_i45325_3_) { super(p_i45325_1_, p_i45325_2_, p_i45325_3_); } @Override public ArmorProperties getProperties(EntityLivingBase player, ItemStack armor, DamageSource source, double damage, int slot) { return new ArmorProperties(0, 0, 0); } @Override public int getArmorDisplay(EntityPlayer player, ItemStack armor, int slot) { return 5; } @Override public void damageArmor(EntityLivingBase entity, ItemStack stack, DamageSource source, int damage, int slot) { stack.damageItem(damage * 2, entity); } @Override public String getArmorTexture(ItemStack armor, Entity entity, int slot, String type) { if (((ItemArmor) (armor.getItem())).armorType == 2) { return modid + ":textures/armor/magic_2.png"; } return modid + ":textures/armor/magic_1.png"; } public CreativeTabs[] getCreativeTabs() { return new CreativeTabs[] {CreativeTabs.tabCombat}; } public boolean getIsRepairable(ItemStack armor, ItemStack stack) { //return stack.getItem() == ModItems.craftableObsidian; return false; } //the part that actually applies @Override public boolean hasColor(ItemStack item) { return true; } @Override public int getColor(ItemStack item) { return 9846527; } @Override @SideOnly(Side.CLIENT) public int getColorFromItemStack(ItemStack item, int unUsed) { return getColor(item); } @Override public void registerIcons(IIconRegister r) { itemIcon = r.registerIcon(iconReg); } //I am fairly sure this is supurfulous @Override @SideOnly(Side.CLIENT) public boolean requiresMultipleRenderPasses() { return true; } @Override public int getRenderPasses(int metadata) { // TODO Auto-generated method stub return 1; } @Override public IIcon getIcon(ItemStack stack, int pass) { // TODO Auto-generated method stub return itemIcon; //return icons[pass]; } }
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.