Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

Taji34

Forge Modder
  • Content Count

    147
  • Joined

  • Last visited

Community Reputation

5 Neutral

About Taji34

  • Rank
    Creeper Killer

Converted

  • Gender
    Male
  • Location
    United States
  • Personal Text
    Creator of The Troncraft Mod

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I was just wondering if anyone adds anything to the .gitignore when using Intellij IDEA. I've already added the .idea folder, but are there any other things that are safe to add to the .gitignore?
  2. Thank you! This did not come up in my google search!
  3. I want to build a mod using an external library. I was wondering if there is a way to have it packaged inside my mod upon building it, or do I have to distribute the library as a separate jar with my mod? For ease of distribution, if there was a way to have it packaged into the same jar as my mod, I would want to do that. Thank you!
  4. Can you? I don't use the vanilla launcher, so I had no idea.
  5. The stuff I need to add to is in minecraft.java, which I'm assuming is off limits as far as changes go, and yes, I do want more. I want to be able to play "Fullscreen" and be able to alt-tab away, or go to a second monitor and not have minecraft freak out. Well it's actually relatively simple. Just add System.setProperty("org.lwjgl.opengl.Window.undecorated","true"); and change the window to not be re-sizable (the re-sizable part is mainly just for windows, as from research it seems the first part does the trick on Mac and Linux, while windows leaves a border since it is still re-siz
  6. I am creating a mod that would give users more functionality with how the minecraft window is handled (Borderless Window, Default resolution, etc.) which would require me to change some base minecraft code, could someone point me toward a tutorial on how to do this with forge?
  7. Any one? I can think of a work around using events, but I'd like to use the interface given to me. I found that if I either use 0 (nothing blocked) or 1 (everything blocked), it works and I can even use conditionals to switch between the two Absorb Ratios. The second I seem to use decimal numbers or more than one conditional check, it just defaults to leather mode. I don't think it's a sync issue with the server and client NBT data because it's printing out the correct mode from the server. Any ideas on anything it could be? Even if my code looks fine?
  8. So I'm creating a custom set of armor using ISpecialArmor. I've made it so that it should change what the AbsorbRatio is based on an NBT tag, However it's not working. Here's one of the classes: EnerginiumArmorHelmet.java That's just one piece of the armor, but they all follow the same method of calculating the AbsorbRatio. The problem is that the armor only blocks the amount of damage that it should when in leather mode, even if it's been changed to diamond mode. What makes me even more confused is that the println I have before it returns the ArmorProperties prints out the correct
  9. I'm having some issues tracking down where my code is going wrong and I would like to change the value of DEBUG in ArmorProperties to true to try and track it down. It says right in the code that it was left in so that modders could use it, but I can't change it. Anyone know how?
  10. I forgot to tell it that it should use my renderer for first person rendering. And I don't think it's rendering multiple times. I'll take a look at that, but I've decided to not do the transparency, it doesn't look right at the moment and I have more important parts of my mod to work on. Thanks for all your help though!
  11. So, it wasn't working in first person because of something I forgot, but it is staying opaque in the inventory, which it shouldn't be, here is way your debugger prints out: GL_VERTEX_ARRAY:false[20:57:00] [Client thread/INFO] [sTDOUT]: [com.taji34.troncraft.OpenGLdebugging:dumpAllIsEnabled:294]: (Vertex array enable) GL_NORMAL_ARRAY:false[20:57:00] [Client thread/INFO] [sTDOUT]: [com.taji34.troncraft.OpenGLdebugging:dumpAllIsEnabled:294]: (Normal array enable) GL_COLOR_ARRAY:false[20:57:00] [Client thread/INFO] [sTDOUT]: [com.taji34.troncraft.OpenGLdebugging:dumpAllIsEnabled:294]: (RGB
  12. Didn't work, everything stayed opaque. What could be going wrong?
  13. Well, I'm trying multiple renderPasses, here's my full code for rendering one side of the item: tess.setNormal(0, 0, 1); for (int i = 0; i < iconParts; ++i) { tess.startDrawingQuads(); if (i == 0) { tess.setColorOpaque_I(color[i]); } else { GL11.glEnable(GL11.GL_BLEND); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (item.stackTagCompound != null) { double usesLeft = item.stackTagCompound.getInteger("Uses Left"); double totalUses = item.stackTagCompound.getInteger("Total Uses"); d
  14. I'm trying to have an Item where part of it renders with transparency, but it continues to render opaque no matter what. This is the snippet of code I'm using to set the color: if (i == 0) { tess.setColorOpaque_I(color[i]); } else { GL11.glEnable(GL11.GL_BLEND); GL11.glDepthMask(false); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); if (item.stackTagCompound != null) { double usesLeft = item.stackTagCompound.getInteger("Uses Left"); double totalUses = item.stackTagCompound.getInteger("Total Uses"); double percentageLeft
×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.