deerangle
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Everything posted by deerangle
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[SOLVED] [1.7.10] Transparent block Lighting issue
deerangle replied to deerangle's topic in Modder Support
thanks very much! i managed to figure it out before you answered, but didnt have time to respond, but thanks anyway! -
is this in any was MINECRAFT forge, not only "forge" related? i think MySQL is NOT part of minecraft.
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i see no problem.
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i am not very confident with entities, but what exactly are you using for an acceleration value. if it is one, then you are moving in 1 block distances each tick, which (i think) should lead to you "jittering".
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are you using the CoFH api? if so, then use the given implementable classes.
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[SOLVED] [1.7.10] Transparent block Lighting issue
deerangle replied to deerangle's topic in Modder Support
i would also appreciate, if someone knew how not to render the back face of the laser, but the back faces of other blocks -
I am trying to make a laser block... it is semi-transparent, and doesn't fill in the 1 block bounding box. Somehow the block is being shaded, even though i set the opacity. This is how it looks: Here's my code: protected TileLaser(Material material) { super(material); float fac = (0.9F)/2; this.setBlockBounds(0.0F, fac, fac, 1.0F, 1-fac, 1-fac); this.setLightLevel(0.5F); this.setLightOpacity(0); this.setCreativeTab(CreativeTabs.tabRedstone); this.useNeighborBrightness = true; } @Override public boolean isOpaqueCube() { return false; } @Override public int getRenderBlockPass(){ return 1; } thanks in advance from germany
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Tried that, didn't quite work: It workt one time, and when i tried to start it later(nothing changed) it wasn't working again.
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Ive got this crazy glitch... Its a pure pixel mess, and i dont have a clue how to fix it.
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i tried the getColor method, returning my given color, but it isnt working :'(
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Since Rain for example is an "FXEntity" you could create your own effectenttiy, and use it in your dimension
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So how would i do that in practice, without changing the RenderPlayer class?
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[1.7.10] Render mini block inside my pipe model. (RenderBlocks)
deerangle replied to KeeganDeathman's topic in Modder Support
if you have a TESR, you cold for insatnvce make a method, that renders a given texture/bolck/item and use that in combination with your pipe rendering. -
[1.7.10] Trying to understand how colormultiplier works
deerangle replied to Kander16's topic in Modder Support
you put in a color int (new Color(255, 255, 255).getRGB()) -
I got it kinda working... If i hit an entity, the skeletons (sometimes) attack it, but usualy only once, and dont kill it, but if it dies, they start targeting me again, until i hit something else, then they attack that/ not attack anything
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Sorry... I am using version 1.7.10 forge version 10.13.4.1558.
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i have set p an event, that tests, if the entity has specific properties, and if it does, it should set its target to the entity, the player attacked last. for instance: i hit a pig, the pig is stored in a variable, and the attack target of the skeleton with specific properties will be set to the variable. but the setTarget() isnt doing anything, it just stands around, attacking nothing. (the skeleton has no bow, if that changes its behavure) i also tried wither skeletons, no success.
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Thanks! I didnt see the method, when i was looking thought the code.
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It there a way, to summon a zombie that has a sword (example) in his hand/a skeleton without a bow? or giving the mob a sword(example) after spawning it?
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Sorry for the bump But Thanks, now it is working perfectly
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bump
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Whenever i press my button in my gui, it acts, like im pressing it multiple times (random amount of times) Here's my gui code: package com.wizcraft.gui.gui; import java.util.Arrays; import org.lwjgl.opengl.GL11; import com.wizcraft.gui.container.ContainerTableLives; import com.wizcraft.main.MainRegistry; import com.wizcraft.main.Reference; import com.wizcraft.packet.KillMessage; import com.wizcraft.packet.SlotChangeMessage; import com.wizcraft.tile.entity.TileEntityTableLives; import net.minecraft.client.Minecraft; import net.minecraft.client.gui.GuiButton; import net.minecraft.client.gui.inventory.GuiContainer; import net.minecraft.client.resources.I18n; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.ResourceLocation; import net.minecraft.util.StatCollector; public class GuiTableLives extends GuiContainer{ private final ResourceLocation texture = new ResourceLocation(Reference.MODID, "textures/gui/guiLivTable.png"); EntityPlayer player; TileEntityTableLives tile; int xL,yL; public GuiTableLives(EntityPlayer player, TileEntityTableLives tile) { super(new ContainerTableLives(player, tile)); this.tile = tile; this.player = player; } @Override protected void drawGuiContainerForegroundLayer(int x, int y) { fontRendererObj.drawString(I18n.format("gui.table_lives.name"), 8, 6, 4210752); fontRendererObj.drawString(StatCollector.translateToLocal("container.inventory"), 8, ySize - 96 + 2, 4210752); GuiButton button = (GuiButton) buttonList.get(0); String[] dsc = {I18n.format("gui.table_lives_hover1.name"), I18n.format("gui.table_lives_hover2.name")}; if(button.func_146115_a()){ this.drawHoveringText(Arrays.asList(dsc), x - guiLeft, y - guiTop, fontRendererObj); } } @Override protected void drawGuiContainerBackgroundLayer(float a, int b, int c) { Minecraft.getMinecraft().getTextureManager().bindTexture(texture); this.xSize = 176; this.ySize = 166; GL11.glColor4f(1F, 1F, 1F, 1F); buttonList.add(new GuiButton(0, guiLeft + 72, guiTop + 57, 32, 20, "Kill")); drawTexturedModalRect(guiLeft, guiTop, 0, 0, xSize, ySize); } protected void actionPerformed(GuiButton button){ switch(button.id){ case 0: System.out.println("button"); if(tile.slot){ MainRegistry.network.sendToServer(new KillMessage()); MainRegistry.network.sendToServer(new SlotChangeMessage(tile.xCoord, tile.yCoord, tile.zCoord)); } } } }
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Thanks to you both, I did what coolAlias said, and it works Thanks!
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Is there a way, to prevent the player from jumping. Maybe player.capabilities?
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I got it, the ItemStack array sots, wasn't set to be public! Thank You SO much for helping