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EverythingGames

Forge Modder
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Everything posted by EverythingGames

  1. Hi You can actually pick where to grab the texture from your file in your code using X and Y coordinates.
  2. Hi Reinstall Minecraft Forge.
  3. Hi There is a list of sounds for Minecraft, just look them up. Preferably use the Minecraft Wiki. For EG: Some simple sounds are below.
  4. Edit base files aren't good at all, I don't even know how in my Eclipse IDE.
  5. Hi Is it asking for the directory for the decompiler, or a place to store files for the mod? I don't seem to understand.
  6. The Path Finding AI sounds promising.
  7. Thanks everyone, I managed to figure it out using my own solution. I used the RenderPlayerAPI after all, specifically the RenderPlayerBase class.
  8. I'm not going to bother with those events at all, I have got the problem solved and the first person arm modified using the RenderPlayerAPI RenderPlayerBase. This topic is self solved!
  9. Don't edit base files, that's never really good. Look into the torch class and see what it does. Try to implement that into your mod. If you still can't figure it out, look at some other mods such as Dynamic Lights (I believe this is the correct name), as they do exactly what you want. Even if the mod source is not in a repository or released somewhere, IDEA Intellij has a built-in decompiler.
  10. Hi I've seen modders do this before, so it's possible (anything is possible in your code if you keep at it). Some people achieve this under one exception, its a hacky solution. What they do is they spawn in a block with a light source somewhere around the player and remove it. Either that or they spawn in a block with a transparent texture that has a light value to emit light around the player. I know that there is better solutions out there, so keep looking unless you fancy using the invisible light source block method.
  11. Hi I think that if you have a specific block that your room contains, you can detect if the player is near that specific block or within a certain radius. As far as testing if a player is in the room is beyond me (sounds like there's not really that many ways to do this), that's the only solution that I can seem to think of right now. There was a similar topic on this the other day, the scenario was that the topic author wanted to detect a player that was near a custom block in his mod. Of course, you could use the vanilla testforplayer command in a specific coordinate or radius.
  12. Yes, I have just peeked into the IRenderPlayer interface. This is not what you want to implement in your class, though, rather it is the RenderPlayerBase that you want to extend. It has the method that I have used in my code that I posted earlier. Just extend that, register the class, override the method with your own code and you're good to go! I'll be working on getting the arm to render while holding an item in the meanwhile, if you need any help just post!
  13. After you create your sounds.json file in your project, play your sound however you please. For EG: public void test(EntityPlayer par1EntityPlayer, World par2World) { par2World.playSoundAtEntity(par1EntityPlayer, "SOUNDNAME", 1.0F, 1.0F); }
  14. Make sure when using the RenderPlayerEvent, use the subclasses pre and post. The RenderPlayerEvent class itself is abstract I believe, and only its subclasses are properly called - just something to look out for. To the other modders - no it isn't deprecated, it is not marked as deprecated (if I'm wrong, feel encouraged to correct me). @SubscribeEvent public void renderPlayerEvent(RenderPlayerEvent.Pre event) { //do your rendering / skin loading here }
  15. Lex Manos implented a fix recently, so this should end all issues with the NBT triggering animations.
  16. No problem, I hoped it worked and glad I could assist, mark it as solved!
  17. If you can get the arm to render while holding an item, let me know!
  18. No problem, I know it took a little figuring for me to do this since there are no proper tutorials for the API. I only got this today! Anyway, here's the code: Register this class in your client proxy using the RenderPlayerBase registry. public class YOURCLASS extends RenderPlayerBase { //Constructor using the API public YOURCLASS(RenderPlayerAPI rpa) { super(rpa); } @Override public void beforeRenderLeftArm(AbstractClientPlayer player) { GL11.glScalef(X, Y, Z); //How large is your model? GL11.glTranslatef(X, Y, Z); //Position the model where? GL11.glRotatef(X, Y, Z); //Rotate the model in which direction? } }
  19. Hi I believe you should find where the player is rendered and return a new skin there.
  20. Actually, I'm fooling around with the first person render with the RenderPlayerAPI right this minute and managed to get it to work, its just that i can only get it to work when I'm not holding an item, when I am holding an item however, I think the arm is not rendered. That's the only thing in our way! So, know you know that its possible with the API to render the arm in a different way, and I have the code if you need it. Contact me if you need further help with the API, whether it be installation or right down to the code.
  21. Hi Did you register your entity? In your Pre-Initialization EntityRegistry.registerModEntity(YOURENTITY.class, "YOURENTITYNAME", ENTITYID, this, 0, 0, true); Something in your code about rendering your entity is null, and it may be that you didn't register it or something in your rendering code is wrong. EDIT: I think it is something in your entity class or the way you spawn your entity, someone correct me on this if I'm wrong.
  22. Hi I'd say that your going to need to show us some of your biome generation code, or any code that has to do with the topic and your biome.
  23. Hi I am trying to do the same thing as well, I have 2 posts about this, however they are for version 1.8. I tried using the RenderPlayerAPI because I have seen other mods use this API to modify the renders / drawings of the player model in first person and third person by gaining control of private methods and fields in RenderPlayer, ModelPlayer, and ModelBiped. This API is extremely useful, however I'm yet to see a tutorial by the author or the API users on how to draw new arms in first person. How ironic that the new combat update is doing the same thing! I hope you as well as I can get this working, you might have a better mind than me at this API, as I have only been able to achieve a modified third person render and not a first person render. Here it is if you'd like to check it out: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1283669-render-player-api Here is a somewhat useful topic on this subject: http://www.minecraftforge.net/forum/index.php?topic=31095.0 Some things to consider is that maybe you could achieve this render by canceling the RenderHandEvent or RenderPlayerEvent.pre and drawing new arms but both those events seem to cause me trouble (the RenderHandEvent, when canceled, doesn't render the player but it renders the hand, which, defeats the purpose). If you need help with the API a bit, just ask!
  24. Hi I am currently trying to mess around with the first person arm drawing (maybe seen from an older post, this post has an exception, though) but with an exception - I want to try and do this rendering in an event. When I cancel the RenderHandEvent, the first person player hand is still rendered but when in third person the player is not rendered (the canceled event). Why is that happening? Some other modders believed that the RenderPlayerEvent was not working / being called, but I have tested this and you have to use the subclasses pre / post for that event to be executed. What my real question is, though, which event would you stop the first person render from occuring and how would you start drawing new arms? This has been my only issue so far upon th release of my mod, if it can be achieved I would be pretty happy, any help is highly appreciated, thanks all in advance! @SubscribeEvent public void renderHandEvent(RenderHandEvent event) { event.setCanceled(true); //New render here except that this event cancels the 3rd person render, not the first person hand } @SubscribeEvent public void renderPlayerEvent(RenderPlayerEvent.pre event) { //this event does indeed work, unless my 1.8 release is old }
  25. Glad its working! To change the texture, refer to the API's page on the MinecraftForum in the link provided and look at the example. If you still can't seem to get it let me know and I'll do my best! Refer to the "Example" section on the page. http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/1283669-render-player-api
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