Everything posted by N247S
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Help with ISBRH!
I'm not verry familar with the ISBRH but what I know of it is, that it doesnt need an tileEntity. If you want to use a tileEntity for renderering, you couod use tileEntitySpecialRenderer instead. Anyway, on to your question. what you basically need to do is check wich sidewall of the cage needs to be rendered, and than call the responsible methodes to render these. the algorithm should be placed in the ISBRH class, since there is only one instance of your block class.(the one you registered). Keep in mind that the ISBRH class is ClientSide only! So if its not possible to run a neighbor check from there, you need to use the tileEntity (and put the algorithm there). Hope this helped you out N247S
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[1.7.10] onNeighborBlockChange not working
I think I didnt realize it was an actual portal, Im sorry. Anyway, there are still a few things you need to do in order to make this work. first you need to consider if the block in qeustion should always be on the bottem in the middle, or if it may be anywhere in the portal.(which require a lot more checking!) Although I sugested using metaData or forgeDirections, I wouldnt mess with it indeed If the block may only be on the middle bottem spot: Check if blocks are in place for these 2 situations - portal is facing the X-direction - portal is facing the Y-direction if the block may be anywhere: It would require to check for each individueel spot if the portal is correct, for the 2 ways a portal can face! Wich means you need to check for 3x4x2=24 different cases if an portal is correct! Although it isn't impossible to code it, I wouldn't recommend calling this methode each tick (as you do right now)
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Item Rendering Doesn't Work with Direction
I think(dont know for sure) that its crashing because an Item is not a real tileEntity. This means the game can't calculate the rotation which will cause eventually. So I would recommend trying to make an separate render code, where you don't set(dynamicly) any rotation, and use that for you Item rendering. or use an icon instead of the model for itemEntity, since the game will slowly rotate the model, which in your case will cause a conflict.
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[1.7.10] onNeighborBlockChange not working
As the codes from OnBlockAdded and onNeighborChanged looks fine to me, I wonder if the CheckNetherGate methode returns the right values. Although it looks pretty compact I still have questions about it. - why don't you use block metaData to determine wich side should be checked? - Also why are the numbers that high? World.getBlock(x, y+4, y-1) wil check the block thats 4 blocks above and one block to the south! - and if you still want it to be compact(but working) why dont you try ForgeDirections?
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[1.8] Gui Handler not working?
Hey Could you post your block.class and tileEntity.class? There are more things that can cause this problem. Also did you register your guiHandler? As for now, the guiHandler seems oke to me.
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[1.7.10][SOLVED] Black Particles
No offset or movement when you move the player? Strange, than I need to test some things soon . How big is your texture? About the object rendering, its indeed posible that your model 'vanish', this happens if the tileEntity isn't in the screen anymore. In the picture you showed particles above an tileEntity, now I don't know if you spawn them in with the tileEntity class, but if you did, the particles will disapear as well when you dont look at the tileEntity. Is it bad? I dont think so, since its vanilla behavior. But if you don't want it, you need to somehowe render it outside the vanilla base renderer, or modify the rendere. Both are rather complicated and an question for troubles. So I would leave it be.
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[1.7.10][SOLVED] Black Particles
Nice to hear that its solved . (and a nice model too). I got one question out of interest though, how are the particle movements when your player is moving? Since I experiance a slight offset wich is linked to the players movement on FXLayer 3. though in your case, that shouldnt be a problem I think.
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[1.7.10][SOLVED] Black Particles
Tess#setBrightness shouldnt do anything with alpha. It will only aply an colour filter. but if you have aplied alpha in your base texture, it might become transparant. But to be clear, you have an black and white texture, and you want to make white become black over time? Or do you want it to become transparant? Anyway, could you post some of your render codes with what you've already tried? Cause there might be some extra gl stuff that needs calling(e.g. gl_Enable(blendFunction) for example) also, I want to take a look at some other settings such as fxLayer and colour settings. Strange though that the setBrightness didnt work out.
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[1.7.10][SOLVED] Black Particles
I dont know how to do it with glstuff etc. But a cheaty way to make particles black is setting the particle brightness at 0. Of course if you want to make it from white to black over time it might hit some wierd colours (like brown). But if you stick at either gxLayer 3 of 0, you should be fine. Note if you use fxLayer 0, it will bind your texture to all particles of fxLayer0. This means as long as your paricle is rendered, the vanilla particles will display thier default and your texture. I havent got the time to dig into this problem yet, so I honestly dont know how to encounter this.
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[1.8] MinecraftByExample sample code project
Hey, this is realy a perfect idea! I will try to help with some tutorials/idea's if I can. I don't know if it mentioned before, but what I would like to see is a patricle render class example There are a lot of tutorials out there already, but non of them are explaining how to use all 4 FXLayers, what the difference are (movement, collour filters etc.)and how they work. I would love to give some examples, but unfortunatly I haven't figured out some of the mechanics. N247S
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[1.8] Multiblocks are making me want to die
Hey,I saw that you called the check in the constructor? now tileEntities have multiple uses(eg. Rendering datastorage etc.) Wich means it gets called multiple times in different places. On blockplacement for example, all the valeus will be default.(null or 0). so trying to get the block pos in the constructere will not work. Instead try to check all the multiblock things in the update methode.
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[1.7.10] Gui button won't click.
Ernio is right, Im sorry to misunderstand your question. Nevertheless it is still a thing you might want to change. Anyway, on to the problem, you are adding the buttons to the buttonlist. but Im not sure if thats the correct list to be honest. I used controlList.add(), maybe that will give the buttons acces to actionPerformed().
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[1.7.10] Gui button won't click.
Have you tried to change IMessage message = new APacketPurchase.PurchaseMessage(4); into something like this? YourMessageHandler.sendToServer(new [your packet name + variables etc.]) Otherwise the packet is made, but the send methode is never called (and so the debug messages are never printed)
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[1.7.10] Setting extra reach doesnt work
I know this might be onfusing, but you check in the event handler if entity instaceof EntityPlayer. But keep in mind that it aint the same as EntityPlayerMP(wich you check in the extendReach() methode. So the methode might be called. But the check will always be false i this case (EntityPlayer != EntityPlayerMP)
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[1.7.10] Gui button won't click.
You are creating IMessages(packets) correctly, but they dont get send anywhere (at least I dont see it). So I think its better to use the sendToServer(new IMessage) methode instead.(If this is how you write it )
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[1.7.10] Custom particles not rendering
I had this problem too, the thing is that FXLayer 3 doesnt have any render code. So you need to call the draw() methode (and some other opengl stuff) inside your ZombieEntityFX class yourself
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[1.7.10] Setting extra reach doesnt work
When is this methode called? cause this seems good to me, but I dont see how the game can reach this methode.
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[1.8] How do add an additional mod for trouble-shooting (such as NEI)
Why not try to clone the NEI github using sourcetree( or an other kind of program) and make an separate project, wich you can link your mod too.
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Custom Container errors when clicking on last 6 player inventory slots
Could you please lost the crash logg? Most of the time its pointing directly to the problem.
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[1.7.10] How to write and read a String Array to ByteBuf?
you could use String builder to make one long string and send it, or you could use packets instead of strings.
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[Forge 1.8] How to make an on and off button?
yea, I agree with Jabelar, I need to apoligize to you Diesieben07, now I read back, it was a bit rude! I didnt mean it like that, I'm sorry.
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[Forge 1.8] How to make an on and off button?
Wow I'm proud on myself. I just like to think out( or in this case: in extra) boxes. Ik its not pretty, but it was ment as a hint in wich way you could thinknin this case. Most of the time your stuck on problems wich are the easiest to solve.
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[Forge 1.8] How to make an on and off button?
You fuckin' w0t m8. You mad bro?
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[Forge 1.8] How to make an on and off button?
public void turnOffOrOnn(){ (Boolean) isOnn = isOnn ? false : true; } Depend the things you wanna do on the boolean.
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[1.8] Disable natural healing
Wel, I dont know for sure, but you can check it in the potionEffect class. But I think natural healing is different from potion healing. So this should work I think. Btw, have you tested your current code? Edit: thanks Draco!
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