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thebest108

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Everything posted by thebest108

  1. You need to register your tile entity in the mod class. Look at the tile entity tutorial it has the right method. I made the same mistake with my 1st tile entity
  2. IC2 may be open source, but its not stopping me. Get bearded octo nemesis and jdgui. 1st. Run bearded octo nemesis on ic2 (or any other mod) 2nd. Open your new file with jdgui 3rd. Click file-save all sources 4th. You now have a deobsfucated decompiled minecraft mod! Have fun sirs!
  3. 1st, not rotating towards player??? 2nd, don't do what minecraft does with furnaces. Instead make a variable for the tile entity weather the furnace is on or off. Based on that you can make a special renderer for the tile entity to change the furnace's texture.
  4. If you want to get fancy you can even use RenderBlocks render = new RenderBlocks(te.worldObj); render.renderBlockAsItem(Block.dirt, 0, te.brightness());
  5. Thx. I mean to change all of those. ATM I'm working on a project that's sure to get some heads turning, but I haven't done enough of it yet that I'll say what it is. What I will say is that it's very cool and revolutionary . Thx for the help.
  6. What would I put in the parameters for schedule update? It's just par1-par5.
  7. I want my tile entity to change the parent block's bounding box every tick, but I can't seem to find a reference to the parent block from the tile entity. Is there some method I'm overlooking? Edit: How would I use a tile entity to tick a block, I don't know what to put in the world.scheduleUpdate methods
  8. Show your base mod class and your tile entity class
  9. I keep getting this error Warning: require(/home/overforge_vps/minecraftforge.net/forum/SSI.php) [function.require]: failed to open stream: No such file or directory in /home/overforge_vps/minecraftforge.net/w/skins/Vector.php on line 15 Fatal error: require() [function.require]: Failed opening required '/home/overforge_vps/minecraftforge.net/forum/SSI.php' (include_path='.:/usr/local/lib/php:/usr/local/php5/lib/pear') in /home/overforge_vps/minecraftforge.net/w/skins/Vector.php on line 15
  10. Does anyone know what class file manages storing block positions?
  11. The block coords aren't static so you can't. Also block pos is stored somewhere is World
  12. 1.2.5 has zepplen which by the way can't be updated because entity bounding boxes flicker on client side! (Lex fix this please!)
  13. How did you install minecraft forge?
  14. This does not belong here! You should remove it before the wrath of LexManos is bestowed on you!
  15. Advanced technologies and more+! http://forum.industrial-craft.net/index.php?page=Thread&threadID=8573 The mod hasn't been active because my hard drive with the src got fromated(the registry got deleted) ,however after searching through the disk for many weeks I have found the source and I am fixing the major bug in the last version I posted
  16. I think your over complicating the rendering. I would make some basic textures ex cross texture or straight or turn or etc, then rotate them based on the neighboring blocks. I personally would simply make it update its texture on a neighboring block update (make all the processes happen with the block) and simply make the renderer render the texture the block figured, and rotate it accordingly. Hope this helps
  17. It might have something to do with: Caused by: java.lang.ClassFormatError: Duplicate method name&signature in class file assets/betterdefense/common/Dark_Wood
  18. For moving the hat across the x and z you would do... add cos((float)((double)(-rotationYaw/180F)* Math.PI)) to x add sin((float)((double)(-rotationYaw/180F)* Math.PI)) to z Note: it might be subtract instead Do something similar for the y offset
  19. More accurately would be FireworkEntity ent = new FireworkEntity(par1World); ent.setLocationAndAngles(stuff); //write firework specific variables here par1World.spawnEntityInWorld(ent); Pm if you need help
  20. I found some much more specific code, here package MultiMannedVehichles.Client.Render; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.RenderBlocks; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.entity.Entity; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.profiler.Profiler; import net.minecraft.util.AxisAlignedBB; import org.lwjgl.opengl.GL11; import MultiMannedVehichles.Common.Entities.BasicShipEntity; public class RenderBlockEntity extends Render{ @Override public void doRender(Entity var1, double var2, double var4, double var6, float var8, float var9) { Profiler derp = new Profiler(); derp.startSection("MultiMannedVehichles"); RenderBlocks render = new RenderBlocks(var1.worldObj); BasicShipEntity entity = (BasicShipEntity)var1; float brightness =entity.getBrightness(0); Block block = Block.bedrock; //You can set block to be anything by putting some data in the entity GL11.glPushMatrix(); if(entity.Blockid>0){ block = Block.blocksList[entity.Blockid]; } this.loadTexture("/terrain.png"); //this.renderManager.renderEntity(var1, 1); //Block block = entity.block; GL11.glTranslatef((float)var2, (float)var4, (float)var6 ); GL11.glRotatef( entity.rotationYaw, 0.0F, 1.0F, 0.0F) render.renderBlockAsItem(block, entity.BlockMeta, brightness); GL11.glPopMatrix(); derp.endSection(); } } Also far the collision code you could try @Override protected boolean pushOutOfBlocks(double par1, double par3, double par5){ //place a block where the entity is and kill the entity return false; } And to keep it from jittering randomly I recommend to do this.yOffset = this.height / 2.0F; in the constructor method.
  21. Ill see if I can find some
  22. Fireworks are entity, so just spawn them *Note, not accurate code, but somewhat close The onBlockActivated method should give a world reference (ex. par1World). I woulkd start by building the entity data first, then spawning it. onBlockActivated(par1World, x , y , z , other stuff){ EntityFirework ent = new EntityFirework(insert some stuff here); ent.(set values like position, speed, yaw, pitch, color, effect, tick age, etc.) //NOTE: This is very important to stop dummy entities if(!par1World.isRemote){ par1World.spawnEntity(ent); } Pm me if you need help.
  23. You use a little thing called trigonometry. Sin and Cos can be used for finding how much to offset the position of the hat. Pm me if you need help
  24. You probably shouldn't extend falling sand class. I would just make a basic entity that isn't affected by gravity, but instead is brought down on command. Rendering a block entity is very simple as it has a pre-made rendering method so you don't have to fiddle around with vectors. Edit: there is a boolean that determines if an entity should passively fall, you can disable it in the earthbolt method. Something like this.shouldFall = false or like this.isNoclip = true Hope this helps
  25. After prolonged testing I've seen that mobs bounding boxes are not persistent (client side). This is most noticeable on solid entities, you can stand on them for a short while, but you will eventually fall through. The issue may seem small but this is why mods like zepplen cannot be updated. You wouldn't be able to stay on a ship for very long periods of time. I'm not sure what causes the issue, so I'm hoping forge could include a fix.
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