deerangle
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Everything posted by deerangle
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for my calculations for my in-game overlay mod, i need the view projection matrix that I can translate world positions to screen positions. how can I get this matrix (those matrices)?
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[SOLVED] Block that breaks if not no block is underneath?
deerangle replied to deerangle's topic in Modder Support
I got it! onNeighbourBlockChange -
[SOLVED] Block that breaks if not no block is underneath?
deerangle posted a topic in Modder Support
I want to make a block, that disappears/breaks, one there is no block underneath it, like a door or fire -
so those are front faces overlapping Thanks for helping me!
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Is is actually possibile? and if it is, then how?
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To be exact: those are the backfaces, overlapping with the other frontfaces, wich i want to remove/cull.
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anyone?
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Don't bump your thread so often. In the world generator, you can set the minimum height. You also can set, what block to replace, and you can check in the flower class, if it can stay on the block it was generated on. So now go and fix your bug!
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How can i cull the backface of an element inside the model? Thanks in advance
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Did you look at this tread? http://www.minecraftforge.net/forum/index.php/topic,38242.0.html
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in this case, i think you have to use "/", and not "." to seperate folders
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gradlew setupDecompWorkspace not working with Eclipse Mars
deerangle replied to Eighty8keyGuru's topic in Modder Support
-Extract minecraftforge zip-mdk or zip-src file. -Open command window there. -type: "gradlew setupDecompWorkspace eclipse" -when finished, then, but only then and not before, open the project in eclipse (workspace directory: eclipse folder in extracted zip) -start programming! -
ITS WORKING !!! YOU GUYS ARE TOTALLY, THE BEST! THANK YOU SOOOOO MUCH!
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I made a color registerer: package com.laser.tile; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.color.BlockColors; import net.minecraft.client.renderer.color.IBlockColor; import net.minecraft.client.renderer.color.ItemColors; import net.minecraft.world.ColorizerGrass; import net.minecraft.world.biome.BiomeColorHelper; import net.minecraftforge.fml.relauncher.*; @SideOnly(Side.CLIENT) public class ModColorHandler { private static final Minecraft minecraft = Minecraft.getMinecraft(); public static void registerColorHandlers() { final BlockColors blockColors = minecraft.getBlockColors(); registerBlockColorHandlers(blockColors); } private static void registerBlockColorHandlers(final BlockColors blockColors) { final IBlockColor laserColorHandler = (state, blockAccess, pos, tintIndex) -> { if (blockAccess != null && pos != null) { TileLaserX laser = (TileLaserX) (blockAccess.getBlockState(pos).getBlock()); return laser.getColor(); } return 16777215; }; if(laserColorHandler != null && ModBlocks.laser_x != null){ blockColors.registerBlockColorHandler(laserColorHandler, ModBlocks.laser_x); } } } but when i call it in the preinit method, then i get a nullpointer exception.
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I looked through "BlockLeaves" but i didn't find anything about color. Where exactly do i have to do the color-registry stuff, or where can i find the colorisation?
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public TileLaserX(Material materialIn) { super(materialIn); this.setLightOpacity(0); this.setLightLevel(0.5F); this.useNeighborBrightness = true; } @Override public int colorMultiplier(IBlockState statei, IBlockAccess worldIni, BlockPos posi, int tintIndexi) { int col = new Color(0, 0, 255).getRGB(); Minecraft.getMinecraft().getBlockColors().registerBlockColorHandler((state, access, pos, tintIndex) -> col, ModBlocks.laser_x); return col; } constructor and colorMultiplier method. and these are my JSONs: { "textures": { "particle": "#clear" }, "elements": [ { "from": [ 0, 6, 6 ], "to": [ 16, 10, 10 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "down", "tintindex": 1 }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "tintindex": 1 }, "north": { "uv": [ 0, 8, 16, 16 ], "texture": "#all", "cullface": "north", "tintindex": 1 }, "south": { "uv": [ 0, 8, 16, 16 ], "texture": "#all", "cullface": "south", "tintindex": 1 }, "west": { "uv": [ 0, 8, 16, 16 ], "texture": "#all", "cullface": "west", "tintindex": 1 }, "east": { "uv": [ 0, 8, 16, 16 ], "texture": "#all", "cullface": "east", "tintindex": 1 } } } ] } { "parent": "lasermod:block/ray", "textures":{ "all": "lasermod:blocks/laser", "clear": "lasermod:blocks/clear" } } { "variants": { "normal": {"model": "lasermod:laser"} } }
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I have changed my mod to 1.9.4, but now my block isn't changing its color So how would i do the same in 1.9.4? I tried to use IBlockColor.colorMultiplier but that doesn't affect my block color.
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Thanks for your help. by the way: im using 1.8.9, but i think ill use 1.9.4 instead.
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I want to in-code color my block. I am using this code: @Override public int getRenderColor(IBlockState state) { return new Color(0, 0, 255).getRGB(); } @Override public int getBlockColor() { return new Color(0, 0, 255).getRGB(); } @Override public int colorMultiplier(IBlockAccess worldIn, BlockPos pos, int renderPass) { return new Color(0, 0, 255).getRGB(); } but it only colors the particles. How can i also color the block itself. btw.: my block is EnumWorldBlockLayer.TRANSLUCENT EDIT: Solution: package com.laser.tile; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.color.BlockColors; import net.minecraft.client.renderer.color.IBlockColor; import net.minecraft.client.renderer.color.ItemColors; import net.minecraft.world.ColorizerGrass; import net.minecraft.world.biome.BiomeColorHelper; import net.minecraftforge.fml.relauncher.*; @SideOnly(Side.CLIENT) public class ModColorHandler { private static final Minecraft minecraft = Minecraft.getMinecraft(); public static void registerColorHandlers() { final BlockColors blockColors = minecraft.getBlockColors(); registerBlockColorHandlers(blockColors); } private static void registerBlockColorHandlers(final BlockColors blockColors) { final IBlockColor laserColorHandler = (state, blockAccess, pos, tintIndex) -> { if (blockAccess != null && pos != null) { TileLaserX laser = (TileLaserX) (blockAccess.getBlockState(pos).getBlock()); return laser.getColor(); } return 16777215; }; // if(laserColorHandler != null && ModBlocks.laser_x != null){ blockColors.registerBlockColorHandler(laserColorHandler, ModBlocks.laser_x); // } } } call "registerBlockColorHandlers" in init method!
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Okay. Thank You Both very much!
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thanks for the response. i really like the new idea with jsons and stuff, but i find it too complicated, to do simple things. but we modders have to work with this, because we cant be working on 1.7.10 forever.
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I want to make a block, that isn't a full block, but the "setBlockBounds()" method doesn't change the model, but the collision box. Is there a way, that i can do that without a custom JSON model?
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this is actually a question about waila, and not minecraft forge. but i think you can choose, which texture is used by waila.