Everything posted by Wuerfel_21
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[1.7.10] Rendering Techne item model. Texture not loading.
well, then the texture needs to be at assets/naturalpowers/ModelSword.png, you probably want new ResourceLocation("naturalpowers:textures/items/ModelSword.png");
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[1.7.10]Strange Fireball movement
[move]bump?[/move]
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[1.6.4] [SOLVED] Custom Tree Branches & Custom Leaf Patterns on Tree
True Story... The first language i fully understood was... Casio Basic, the uglyest and slowest thing in the world, but quite simple and easy to learn the basics... looking at java... highly complicated mess of weirdness... looking at minecaft/forge... badly coded, hacked together, badly documented ball of mud... not the perfect thing to begin with. Heck, even a standalone java game is probably less confusing!
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[1.6.4] [SOLVED] Custom Tree Branches & Custom Leaf Patterns on Tree
For the people who cant read the big red text on the index page: ONLY OFFICIAL VERSIONS ARE SUPPORTED!!!!! I guess that specific case might be added... And the text should rather look like http://wuerfel21.github.io/webstuff/english.html
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[1.7.10]Strange Fireball movement
I have some items which fire Fireballs, which mostly works, but when travelling, the fireballs movement goes... rather intresting. For the first second or so, it flies as expectd, only to then appear somewere way further(but still in correct direction, just alot further). In the case of ghast fireballs, they seem to duplicate, with the "ghost" having its aim a bit off (only the original one seems to impact). Code: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/items/FireSword.java#L65-L84 https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/items/ItemFirechargeLauncher.java#L31-L45
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[1.7.10]Redstone wont turn off?
Oops, i forgot to set the reversePrev variable.... SOLVED!
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[1.7.10]Redstone wont turn off?
I guess its safe to bump now?
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[1.7.10]Redstone wont turn off?
i do that... please read the code first
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[1.7.10]Redstone wont turn off?
So, i have been trying to have a block emit redstone based on a field of its tile entity. Currently, when the flag in the TE turns on, the redstone dust next to the block turns on, but when the flag turns off, the redstone stays on until i manually update it Block: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/blocks/BlockDetectorBox.java TE: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/entity/tile/TileEntityDetectorBox.java
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[1.7.10]Breaking Blocks
well, undoing the changes after breaking the block is probably not a god idea... i just put a return after that, and it worked.
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[1.7.10]Breaking Blocks
I want to break blocks from code, i tried using this.worldObj.func_147480_a(xCoord, yCoord, zCoord, true); , but it seems like it doesnt calls the break function in the block class. what to use instead?
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[1.7.10]Render Bounding Box wierednes
Its one of these simple things you never remember...
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[1.7.10]Render Bounding Box wierednes
wow, im an idiot...
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[1.7.10]Render Bounding Box wierednes
I already knew it was the bounding box, it was the only thing i changed. So, again: First metod works perfectly, but only accounts for 1 axis Second method should do for 2 axises, but does only have the block itself in the bounding box, which is the problem
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[1.7.10]Render Bounding Box wierednes
There isnt much to show, it just has the default render bounding box, e.g. when the actual block is offscreen, all stuff extending from it isnt rendered... (BTW the first method works, but the lower one(which is for 2 axises) shows the above symptoms)
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Shapeless recipe with multiplied input
You could make a medium coin worth 5 coins probably...
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NoClassDefFoundError - Help?
Well, i dont know of any other way of getting rid of a side specific reference, and i just know about the stuff i did, where it did work.
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NoClassDefFoundError - Help?
You ake use of the Minecraft class somewhere, which doesnt exist on servers. Put a @SideOnly(Side.CLIENT) above the method you use it.
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[1.7.10]Render Bounding Box wierednes
I have my TESR's rendering axises, which extend out of the block. This is the code i use for a single axis: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/entity/tile/AbstractGearbox.java#L41-L59 Now i tried adapting it for 2 axises: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/entity/tile/TileEntityGearboxSplitting.java#L145-L181 but it seems to cover only the block itself...
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[1.7.10]Sync issues with block breaking
Im trying to have a pickaxe break a 3³ cube of blocks, bt somehow the server thinks the blocks are still there, while the client thinks they're gone. Pickaxe: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/items/LongPickaxe.java Event Handler to do it: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/DerpyEvents.java#L286-L305 Probably a very obvious problem(as always) but im not getting it...
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[1.7.10]Item Damage Wierednes
Got a solution..... i just used this little method: https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/DerpyItems.java#L208-L232
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[1.7.10]Item Damage Wierednes
Hello, i have an item that takes varying amounts of damage based on what you do.... but theres a problem. when i have less durability left than im going to take, i will get a quantity 0 stack that is fully functional. I also tried calling damageItem multiple times dealing 1 damage, same result. Hope you find the problem https://github.com/Wuerfel21/The-Derpy-Shiz-Mod/blob/master/src/main/java/net/wuerfel21/derpyshiz/items/FireSword.java
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[1.7.10]Getting vanilla textures off TextureMap
Oh, i should do MaxU-minU... DERP!
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[1.7.10]Getting vanilla textures off TextureMap
So, i tried to have a 14*14 face, but it uses the full texture, not the center 14*14 pixels as intendet. P.S.: wp is 1d/16d @Override public void renderTileEntityAt(TileEntity tile, double x, double y, double z, float f) { this.bindTexture(TextureMap.locationBlocksTexture); IIcon woodOak = Blocks.planks.getIcon(0, 0); IIcon woodEbony = GameRegistry.findBlock("derpyshiz", "plank").getIcon(0, 0); double bodyMinU = ((woodEbony.getMaxU()-woodEbony.getMaxU())*wp)+woodEbony.getMinU(); double bodyMaxU = woodEbony.getMaxU()-((woodEbony.getMaxU()-woodEbony.getMaxU())*wp); double bodyMinV = ((woodEbony.getMaxV()-woodEbony.getMaxV())*wp)+woodEbony.getMinV(); double bodyMaxV = woodEbony.getMaxV()-((woodEbony.getMaxV()-woodEbony.getMaxV())*wp); Tessellator tessellator = Tessellator.instance; GL11.glPushMatrix(); GL11.glTranslated(x, y, z); tessellator.startDrawingQuads(); //front body tessellator.addVertexWithUV(1-wp, wp, wp, bodyMinU, bodyMaxV); tessellator.addVertexWithUV(wp, wp, wp, bodyMaxU, bodyMaxV); tessellator.addVertexWithUV(wp, 1-wp, wp, bodyMaxU, bodyMinV); tessellator.addVertexWithUV(1-wp, 1-wp, wp, bodyMinU, bodyMinV); tessellator.draw(); GL11.glPopMatrix(); }
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[1.7.10]Getting vanilla textures off TextureMap
I want to use multiple vanilla textures in my tesr, but how am i supposed to get the uv of a certain texture on the texture map?
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