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Forge Modder
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Everything posted by Wuerfel_21

  1. well, then the texture needs to be at assets/naturalpowers/ModelSword.png, you probably want new ResourceLocation("naturalpowers:textures/items/ModelSword.png");
  2. 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!
  3. 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
  4. 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
  5. Oops, i forgot to set the reversePrev variable.... SOLVED!
  6. i do that... please read the code first
  7. 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
  8. well, undoing the changes after breaking the block is probably not a god idea... i just put a return after that, and it worked.
  9. 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?
  10. Its one of these simple things you never remember...
  11. 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
  12. 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)
  13. You could make a medium coin worth 5 coins probably...
  14. 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.
  15. You ake use of the Minecraft class somewhere, which doesnt exist on servers. Put a @SideOnly(Side.CLIENT) above the method you use it.
  16. 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...
  17. 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...
  18. 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
  19. 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
  20. 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(); }
  21. 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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