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TominoCZ

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Everything posted by TominoCZ

  1. WAIT I realized something.. I'm basically replacing every particle in the world
  2. Now it crashes in the cust particle class... It must be because of the parameters I passed it when I created a new instance of it.. this is the piece of code where I replace the particle: queue.forEach(particle -> { queue.remove(particle); queue.add(new FBPParticleDigging(Minecraft.getMinecraft().theWorld, interpPosX, interpPosY, interpPosZ, motionX, motionY, motionZ, bs)); }); I'm not sure why it's crashing, but it looks like it it because of the world instance.. or the BlockState..
  3. so this should be right then: @SideOnly(Side.CLIENT) @SubscribeEvent public void onEvent(EntityJoinWorldEvent e) { if (e.getEntity() == Minecraft.getMinecraft().thePlayer) { ParticleManager particleManager = Minecraft.getMinecraft().effectRenderer; try { Field field1, field2; Class<?> c = particleManager.getClass(); System.out.println("[" + Main.name + "]: Getting fields.."); if (Main.isDev() == true) { field1 = c.getDeclaredField("particleEmitters"); field2 = c.getDeclaredField("queueEntityFX"); } else { field1 = c.getDeclaredField("field_178933_d"); field2 = c.getDeclaredField("field_187241_h"); } field1.setAccessible(true); field2.setAccessible(true); Queue<ParticleEmitter> particleEmitters = (Queue<ParticleEmitter>) field1.get(particleManager); particleEmitters.add(new FBPParticleEmitter((Queue<Particle>) field2.get(particleManager))); } catch (Exception x) { System.out.println("[" + Main.name + "]: An error occured at onEvent(EntityJoinWorldEvent e):"); x.printStackTrace(); } } }
  4. I know how to add stuff to collections / queues obviously How about you finally post the part of the code Is this what you wanted me to do? ParticleManager particleManager = Minecraft.getMinecraft().effectRenderer; or anything else? Just post the correct code finally!
  5. Well if you say that I never set any fields here, then how am I supposed to add anything to the queue?
  6. I know what that stuff is, what I don't understand is how minecraft effect renderer has anything to do with the queue just explain what I quoted some more with the effect renderer because you said: How does that effectRenderer make any sense in there. What am I supposed to do with it. Also I already posted the code that was adding the emitter you told me to create to the particleEmitters Queue and told you what error I'm getting.
  7. That. What do you mean by that? what do I do with the effect renderer how do I add the particleemitter class to the particleEmitters with it? I don't get it.
  8. Well why don't you tell me how to do it then?
  9. now it says this: EventHandler: @SubscribeEvent(priority=EventPriority.HIGH) public void onEvent(EntityJoinWorldEvent e) { if (e.getEntity() == Minecraft.getMinecraft().thePlayer) { ParticleManager particleManager = new ParticleManager(e.getWorld(), null); try { Class<?> c = particleManager.getClass(); Field f = c.getDeclaredField("particleEmitters"); System.out.println("[" + Main.name + "]: Getting field.."); f.setAccessible(true); System.out.println("[" + Main.name + "]: Setting field accessible.."); f.set(particleManager, ((Queue<Particle>)f.get(particleManager)).add(new IParticleManager())); System.out.println("[" + Main.name + "]: Field replacement success"); } catch (Exception x) { System.out.println("[" + Main.name + "]: An error occured at onEvent(EntityJoinWorldEvent e):"); x.printStackTrace(); } /*try { Field f2 = ParticleManager.class.getDeclaredField("particleEmitters"); f2.setAccessible(true); Queue<Particle> qp = (Queue<Particle>) f2.get(Queue.class); qp.add(new IParticleManager()); f2.set(qp, (Queue<Particle>) f2.get(Queue.class)); } catch (Exception e1) { e1.printStackTrace(); } */ } } IParticleManager: public IParticleManager() { super(Minecraft.getMinecraft().theWorld, new EntityItem(Minecraft.getMinecraft().theWorld), EnumParticleTypes.FLAME); } @Override public void setRBGColorF(float particleRedIn, float particleGreenIn, float particleBlueIn) { } @Override public void setAlphaF(float alpha) { } @Override public void setMaxAge(int p_187114_1_) { } @Override public void onUpdate() { ParticleManager particleManager = new ParticleManager(this.worldObj, null); try { Class<?> c = particleManager.getClass(); Field f = c.getDeclaredField("queueEntityFX"); f.setAccessible(true); ((Queue<Particle>)f.get(particleManager)).forEach(particle-> { try { IBlockState bs = Block.getStateById(0); f.set(particleManager, ((Queue<Particle>)f.get(particleManager)).remove(ParticleDigging.class)); f.set(particleManager, ((Queue<Particle>)f.get(particleManager)).add(new FBPParticleDigging(worldObj, interpPosX, interpPosY, interpPosZ, motionX, motionY, motionZ, bs))); } catch (Exception e) { e.printStackTrace(); } }); System.out.println("[" + Main.name + "]: Field replacement success"); /* Field f1 = ParticleManager.class.getDeclaredField("queueEntityFX"); f1.setAccessible(true); ((Queue<Particle>)f1.get(ParticleDigging.class)).forEach(particle-> { try { f1.set(particle, FBPParticleDigging.class); } catch (Exception e) { e.printStackTrace(); } }); */ } catch(Exception e) { e.printStackTrace(); } } @Override public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { } @Override public void setParticleTexture(TextureAtlasSprite texture) { } @Override public void setParticleTextureIndex(int particleTextureIndex) { } @Override public void nextTextureIndexX() { } @Override public void setExpired() { } @Override protected void setSize(float p_187115_1_, float p_187115_2_) { } @Override public void setPosition(double p_187109_1_, double p_187109_3_, double p_187109_5_) { } @Override public void moveEntity(double x, double y, double z) { } @Override protected void resetPositionToBB() { } @Override public void setEntityBoundingBox(AxisAlignedBB p_187108_1_) { }
  10. Alright, now the field changing actually works. But whenever I create a new instance of IParticleManager(the new emittor) it says this(because I call super(null, null, null)): And this is the code I ise to change the field: if (e.getEntity() == Minecraft.getMinecraft().thePlayer) { ParticleManager particleManager = new ParticleManager(e.getWorld(), null); try { Class<?> c = particleManager.getClass(); Field f = c.getDeclaredField("particleEmitters"); f.setAccessible(true); f.set(particleManager, ((Queue<Particle>)f.get(particleManager)).add(new IParticleManager())); System.out.println("[" + Main.name + "]: Field replacement success"); } catch (Exception x) { System.out.println("[" + Main.name + "]: An error occured at onEvent(EntityJoinWorldEvent e)"); x.printStackTrace(); }
  11. Ok tell me if it's right and if it's not, post the correction please. and the "I" in the names are there because there is already a file called that without the "I". Not that that would matter, it's for better importing without a mistake when I hit Ctrl + O. IEventHandler.class: public class IEventHandler { @SubscribeEvent public void onEntityJoinWorldEvent(EntityJoinWorldEvent e) { try { if (e.getEntity() == Minecraft.getMinecraft().thePlayer) { Field f1 = ParticleManager.class.getDeclaredField("queueEntityFX"); Field f2 = ParticleManager.class.getDeclaredField("particleEmitters"); f2.set(ParticleManager.class, ((Queue<Particle>) f2.get(ParticleManager.class)).add(new IParticleManager())); } } catch (Exception e1) { e1.printStackTrace(); } } } IParticleManager.class: public class IParticleManager extends ParticleEmitter { public IParticleManager() { super(null, null, null); } @Override public void setRBGColorF(float particleRedIn, float particleGreenIn, float particleBlueIn) { } @Override public void setAlphaF(float alpha) { } @Override public void setMaxAge(int p_187114_1_) { } @Override public void onUpdate() { try { Field f1 = ParticleManager.class.getDeclaredField("queueEntityFX"); //((Queue)f1.get(ParticleManager.class)).forEach(Particle p : ((Queue)f1.get(ParticleManager.class)).stream()); while(((Queue<Particle>)f1.get(ParticleManager.class)).contains(ParticleDigging.class)){ f1.set(ParticleManager.class, ((Queue<Particle>)f1.get(ParticleManager.class)).remove(ParticleDigging.class)); f1.set(ParticleManager.class, ((Queue<Particle>)f1.get(ParticleManager.class)).add(new IParticleDigging(worldObj, motionX, motionX, motionX, motionX, motionX, motionX, null))); } } catch(Exception e) { } } @Override public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { } @Override public void setParticleTexture(TextureAtlasSprite texture) { } @Override public void setParticleTextureIndex(int particleTextureIndex) { } @Override public void nextTextureIndexX() { } @Override public void setExpired() { } @Override protected void setSize(float p_187115_1_, float p_187115_2_) { } @Override public void setPosition(double p_187109_1_, double p_187109_3_, double p_187109_5_) { } @Override public void moveEntity(double x, double y, double z) { } @Override protected void resetPositionToBB() { } @Override public void setEntityBoundingBox(AxisAlignedBB p_187108_1_) { } }
  12. I know they're not. Just be more specific with the explanation. You can sometimes post the corrected parts of the code.
  13. I already did that. I now want to rotate them. i just dont know the math to calculate the positions of points of the vertexes. This task is just about math. As you see in the post, there's the code for rendering the cube and above the edited vertex rendering part, there is a piece of code commented out. That is what the code used to look like before.
  14. well then what the hell I did what you said how about you be more specific and actually help?! This isn't even nescessary. All I wanted to know how to do is spawning a rotated cube not how to make it a normal mod. So just stop that and rather tell me how to do what I actually came here for and be more specific this time because like this just telling me what I did wrong and not telling me what exactly to do, this not going anywhere. Coud you please?? Thanks.
  15. how do you replace the objects or how do you scan a Queue in general? IEventHandler.class: public class IEventHandler { @SubscribeEvent public void onEntityJoinWorldEvent(EntityJoinWorldEvent e) { try { if (e.getEntity() == Minecraft.getMinecraft().thePlayer) { Field f1 = ParticleManager.class.getDeclaredField("queueEntityFX"); Queue<Particle> qp = (Queue)f1.get(ParticleManager.class); Field f2 = ParticleManager.class.getDeclaredField("particleEmitters"); Queue<ParticleEmitter> qe = (Queue)f2.get(ParticleManager.class); qe.add(new IParticleManager(e.getWorld(), null, qp)); Minecraft.getMinecraft().effectRenderer.addEffect(new IParticleManager(e.getWorld(), null, qp)); } } catch (Exception e1) { e1.printStackTrace(); } } } IParticleManager.class: public class IParticleManager extends ParticleEmitter { private final Queue<Particle> pq; public IParticleManager(World worldIn, Entity p, Queue q) { super(null, null, null); pq = q; } @Override public void setRBGColorF(float particleRedIn, float particleGreenIn, float particleBlueIn) { } @Override public void setAlphaF(float alpha) { } @Override public void setMaxAge(int p_187114_1_) { } @Override public void onUpdate() { //for (ParticleDigging.class : pq) } @Override public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { } @Override public void setParticleTexture(TextureAtlasSprite texture) { } @Override public void setParticleTextureIndex(int particleTextureIndex) { } @Override public void nextTextureIndexX() { } @Override public void setExpired() { } @Override protected void setSize(float p_187115_1_, float p_187115_2_) { } @Override public void setPosition(double p_187109_1_, double p_187109_3_, double p_187109_5_) { } @Override public void moveEntity(double x, double y, double z) { } @Override protected void resetPositionToBB() { } @Override public void setEntityBoundingBox(AxisAlignedBB p_187108_1_) { } }
  16. Alright .. what constructor parameter should I initialize the Queue with....? All I can pretty much do is initialize it like so: pq = null;.. I could add a Queue parameter to the constructor but then I would have to do another Queue field in the EventHandler...
  17. When I remove the line super(arg0, arg1,...) it wants me to write that back in. It says the constructor has to explicitly invoke a method or something...
  18. OH I know what you meant by super... I'm sorry I'm tired I was looking at it the whole time
  19. Why don't you show me what it's supposed to look like then
  20. wait what do you mean "don't call super"..? this is what I have so far: package com.TominoCZ.FBP; import java.util.List; import net.minecraft.client.particle.Particle; import net.minecraft.client.particle.ParticleDigging; import net.minecraft.client.particle.ParticleEmitter; import net.minecraft.client.renderer.VertexBuffer; import net.minecraft.client.renderer.texture.TextureAtlasSprite; import net.minecraft.entity.Entity; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.math.AxisAlignedBB; import net.minecraft.util.math.BlockPos; import net.minecraft.util.math.MathHelper; import net.minecraft.util.math.Vec3d; import net.minecraft.world.World; import scala.collection.mutable.Queue; public class IParticleEmitter extends ParticleEmitter { Queue<Entity> pq; public IParticleEmitter(World worldIn, Entity e, EnumParticleTypes particleTypesIn) { super(worldIn, e, particleTypesIn); pq = new Queue<Entity>(); pq.appendElem(e); } @Override public void setRBGColorF(float particleRedIn, float particleGreenIn, float particleBlueIn) { } @Override public void setAlphaF(float alpha) { } @Override public void setMaxAge(int p_187114_1_) { } @Override public void onUpdate() { this.prevPosX = this.posX; this.prevPosY = this.posY; this.prevPosZ = this.posZ; if (this.particleAge++ >= this.particleMaxAge) { this.setExpired(); } this.motionY -= 0.04D * (double)this.particleGravity; this.moveEntity(this.motionX, this.motionY, this.motionZ); this.motionX *= 0.9800000190734863D; this.motionY *= 0.9800000190734863D; this.motionZ *= 0.9800000190734863D; if (this.isCollided) { this.motionX *= 0.699999988079071D; this.motionZ *= 0.699999988079071D; } } @Override public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { } @Override public void setParticleTexture(TextureAtlasSprite texture) { } @Override public void setParticleTextureIndex(int particleTextureIndex) { } @Override public void nextTextureIndexX() { } @Override public void setExpired() { } @Override protected void setSize(float p_187115_1_, float p_187115_2_) { } @Override public void setPosition(double p_187109_1_, double p_187109_3_, double p_187109_5_) { } @Override public void moveEntity(double x, double y, double z) { } @Override protected void resetPositionToBB() { } @Override public void setEntityBoundingBox(AxisAlignedBB p_187108_1_) { } }
  21. well there is no method/constructor called isAlive in that class.....
  22. Yes, I tried to do that once but with the wrong method and also if you have your own EventHandler you can't override a method from a different class, because if the eventhandler class was extending that class, it would throw errors because of that. that's why I couldn't do it. How do you override a method of a different class in your EventHandler then?
  23. well of course it doesn't have to be a coremod when you're just spawning particles using an emitter block.. The mod I've done for 1.7.10 is a coremod, I dd not find ANY way to make it not a coremod and still replace the original minecraft particle rendering. If there is a way to do it using events, tell me how because I have no idea which even I could use.
  24. this is a mod I made for forge MC 1.7.10(I rendered the cube faces using vertexes with UV): http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2724621-1-7-10-fancy-block-particles-3d-break-particles now I need to draw the same cube, but randomly rotated when it spawns. since it's a coremod, I need to change the code of the file ParticleDigging.class, but I don't know how to set a random rotation to the cube in 1.10...(doesn't need to keep rotating while falling). Every vertex has it's own position. I need to edit those positions so the the faces, the whole cube is rotated. Every cube face is 4 vertexes - points that make the face. there's 24 points/vertexes in total(6 faces * 4 points/vertexes each) that I need to rotate(change their position). in this method: public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ) { float f = ((float)this.particleTextureIndexX + this.particleTextureJitterX / 4.0F) / 16.0F; float f1 = f + 0.015609375F; float f2 = ((float)this.particleTextureIndexY + this.particleTextureJitterY / 4.0F) / 16.0F; float f3 = f2 + 0.015609375F; float f4 = 0.1F * this.particleScale; if (this.particleTexture != null) { f = this.particleTexture.getInterpolatedU((double)(this.particleTextureJitterX / 4.0F * 16.0F)); f1 = this.particleTexture.getInterpolatedU((double)((this.particleTextureJitterX + 1.0F) / 4.0F * 16.0F)); f2 = this.particleTexture.getInterpolatedV((double)(this.particleTextureJitterY / 4.0F * 16.0F)); f3 = this.particleTexture.getInterpolatedV((double)((this.particleTextureJitterY + 1.0F) / 4.0F * 16.0F)); } float f5 = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX); float f6 = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY); float f7 = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ); int i = this.getBrightnessForRender(partialTicks); int j = i >> 16 & 65535; int k = i & 65535; //original particle code: //just notice that this quad/vertex is facing the player camera here: /** worldRendererIn.pos((double)(f5 - rotationX * f4 - rotationXY * f4), (double)(f6 - rotationZ * f4), (double)(f7 - rotationYZ * f4 - rotationXZ * f4)).tex((double)f, (double)f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(j, k).endVertex(); worldRendererIn.pos((double)(f5 - rotationX * f4 + rotationXY * f4), (double)(f6 + rotationZ * f4), (double)(f7 - rotationYZ * f4 + rotationXZ * f4)).tex((double)f, (double)f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(j, k).endVertex(); worldRendererIn.pos((double)(f5 + rotationX * f4 + rotationXY * f4), (double)(f6 + rotationZ * f4), (double)(f7 + rotationYZ * f4 + rotationXZ * f4)).tex((double)f1, (double)f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(j, k).endVertex(); worldRendererIn.pos((double)(f5 + rotationX * f4 - rotationXY * f4), (double)(f6 - rotationZ * f4), (double)(f7 + rotationYZ * f4 - rotationXZ * f4)).tex((double)f1, (double)f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(j, k).endVertex(); **/ //My Cube drawing code: //front worldRendererIn.pos(f5, f6, f7).tex((double)f1, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6 + f4, f7).tex((double)f1, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7).tex( (double)f, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6, f7).tex((double)f, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); //back worldRendererIn.pos(f5 + f4, f6, f7 + f4).tex((double)f, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7 + f4).tex((double)f, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6 + f4, f7 + f4).tex((double)f1, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6, f7 + f4).tex((double)f1, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); //left worldRendererIn.pos(f5, f6, f7 + f4).tex((double)f1, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6 + f4, f7 + f4).tex((double)f, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6 + f4, f7).tex((double)f, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6, f7).tex((double)f1, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); //right worldRendererIn.pos(f5 + f4, f6, f7).tex((double)f, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7).tex((double)f1, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7 + f4).tex((double)f1, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6, f7 + f4).tex((double)f, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); //top worldRendererIn.pos(f5, f6 + f4, f7).tex((double)f1, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6 + f4, f7 + f4).tex((double)f1, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7 + f4).tex((double)f, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6 + f4, f7).tex((double)f, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); //bottom worldRendererIn.pos(f5, f6, f7 + f4).tex((double)f, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5, f6, f7).tex((double)f, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6, f7).tex((double)f1, (double)f3).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); worldRendererIn.pos(f5 + f4, f6, f7 + f4).tex((double)f1, (double)f2).color(this.particleRed * 1.4F, this.particleGreen * 1.4F, this.particleBlue * 1.4F, this.particleAlpha).lightmap(j, k).endVertex(); } So how do I draw such a cube?
  25. What if I wanted to replace a class extending EntityFX? Would that be possible too?

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