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Codasylph

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Everything posted by Codasylph

  1. Thank you!! I can't believe I missed that. I don't even really get how that happened. I feel very thick now, but thank you much. Some times I guess it just takes a second set of eyes.
  2. RenderGlobal#spawnParticle doesn't take a Particle as a parameter, it either takes a int for the particle id which corresponds to vanilla EnumParticleTypes or it takes an EnumParticleTypes. I have something called a particleId, but only so I can use the same method when I add a new particle to my mod, it doesn't correspond to a vanilla Particle it corresponds my mod's custom particles, of which there is currently only one. Unless I am missing something, using your suggested adjustment with my current code would just cause vanilla explosion particles (I believe those are the 0th vanilla particle type) to render above my block. Am I missing something?
  3. I'm trying to create a custom particle effect that renders above a block. Right now I don't get any errors, but it doesn't render. I'm hoping someone has some insight as to what I'm doing wrong. What I did: I extended Particle, for now I'm literally just trying to get *something* to render above the block, so I didn't touch renderParticle or any else, just set a TextureAtlasSprite and overrided (overrode?) getFXLayer. I'll worry about getting the particle to behave the way I want when I can see it. My code is below: Particle Class In ClientProxy Function call in block class edit: added code tags for clarity
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