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Forge Modder
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    I made the drawing knife. And that's about it.

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weckar's Achievements

Stone Miner

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  1. Thanks guys, really helpful. I'm sure I am not the only one who actually does still look at this code, so can we please make room for one of those rare few? It was in the title, so I really get the feeling you only clicked this thread to... say nothing of use.
  2. I'm aware 1.7.10 is well out of date from being supported, but here goes. I am implementing a custom NEI TemplateRecipeHandler. Literally everything works (NEI picks it up just fine, recipes are loaded and render, etc.), except that the transferRects are either not picking up my clicks or not handling them properly, and I cannot figure out why. I've looked at several implementations and do not see what I am doing differently. The tooltip for the TransferRects IS being displayed properly, however. @Override public void loadTransferRects() { transferRects.add(new RecipeTransferRect( new Rectangle(xOff + 75, yOff + 29, 25, 18), this.getOverlayIdentifier())); } Any tips would be greatly appreciated, because it is severely bugging me.
  3. Yeah, you're right. Turns out I was fighting the fog color the whole time with odd sky color values. Setting them to the same color vector circumvents the whole issue. Thanks!
  4. I've been working on my own dimension with custom sky rendering, and I have come across an odd bug where increasing the render distance will make the sky (much) brighter, while lowering it makes it much darker. I would not even know what to look for causing this, but I am happy to take any pointers...
  5. After a lot more testing and trying, I've come up with a few more facts of the case: My assessment that it had to do with looking at the 0,0,0 point has been proved false. It depends on the world, it seems. The problem is limited to this method, and even then only when it is called in render pass 0. However, rendering in pass 1 instead seems to invert both the internal and external drawing order among the Tile Entities. The inside is drawn outside causing weird overlaps and a very Escherian feeling... I feel like I'm getting closer, but there is still a few things that elude me here... [EDIT] Felt it was time for another screenshot of the current situation. This shape is made up of 5 cuboids, just for testing purposes. It is currently being drawn in render pass 1.
  6. Yeah, got that bit covered. See the [EDIT]. Thanks anyway though, now I know a technical term for it! [EDIT] So now I am getting the blocks to render properly (the order of some of the vertices was wrong before), but now the oddest thing happens: If I am not looking in a limited cone of directions (on all axis), none of the blocks render at all. They all disappear at once, not one at a time. It is therefore not to do with the Render Bounding Box.. [EDIT2] After a little more experimenting, it seems to only draw if I WOULD be able to see coordinates 0,0,0 in my crosshairs. Am I messing up translation or something? None of my other drawing commands are showing this behaviour so I think I may be using the Tesselator wrong...
  7. [Please see latest post for a new screenshot of the current condition.] Sooo I've been working on my TESR, and am trying to just draw a dang block Apparently, harder than expected. So I made a method to do it for me. And it DOES draw the block with the proper texturing! Unfortunately, it also makes the block flicker black randomly across the surface as I move around it. I THINK I may have messed up the UV mapping, but I'm not sure... protected void drawBlock(float x, float y, float z, float w, float h, float l, Block block, int meta){ IIcon[] icons = new IIcon[6]; for(int i = 0; i<6; i++){ icons[i] = block.getIcon(i,meta); } GL11.glPushMatrix(); GL11.glTranslatef(x, y, z); tess.startDrawingQuads(); //top tess.setNormal(0.0F, 0.0F, 1.0F); tess.addVertexWithUV(w,h,l,icons[1].getMaxU(),icons[1].getMaxV()); tess.addVertexWithUV(w,0,l,icons[1].getMaxU(),icons[1].getMinV()); tess.addVertexWithUV(0,0,l,icons[1].getMinU(),icons[1].getMinV()); tess.addVertexWithUV(0,h,l,icons[1].getMinU(),icons[1].getMaxV()); //bottom tess.setNormal(0.0F, 0.0F,-1.0F); tess.addVertexWithUV(w,h,0,icons[0].getMaxU(),icons[0].getMaxV()); tess.addVertexWithUV(w,0,0,icons[0].getMaxU(),icons[0].getMinV()); tess.addVertexWithUV(0,0,0,icons[0].getMinU(),icons[0].getMinV()); tess.addVertexWithUV(0,h,0,icons[0].getMinU(),icons[0].getMaxV()); //south tess.setNormal(0.0F, 1.0F, 0.0F); tess.addVertexWithUV(w,h,l,icons[2].getMaxU(),icons[2].getMaxV()); tess.addVertexWithUV(w,h,0,icons[2].getMaxU(),icons[2].getMinV()); tess.addVertexWithUV(0,h,0,icons[2].getMinU(),icons[2].getMinV()); tess.addVertexWithUV(0,h,l,icons[2].getMinU(),icons[2].getMaxV()); //north tess.setNormal(0.0F, -1.0F, 0.0F); tess.addVertexWithUV(w,0,l,icons[3].getMaxU(),icons[3].getMaxV()); tess.addVertexWithUV(w,0,0,icons[3].getMaxU(),icons[3].getMinV()); tess.addVertexWithUV(0,0,0,icons[3].getMinU(),icons[3].getMinV()); tess.addVertexWithUV(0,0,l,icons[3].getMinU(),icons[3].getMaxV()); //east tess.setNormal(1.0F, 0.0F, 0.0F); tess.addVertexWithUV(w,h,l,icons[5].getMaxU(),icons[5].getMaxV()); tess.addVertexWithUV(w,h,0,icons[5].getMaxU(),icons[5].getMinV()); tess.addVertexWithUV(w,0,0,icons[5].getMinU(),icons[5].getMinV()); tess.addVertexWithUV(w,0,l,icons[5].getMinU(),icons[5].getMaxV()); //west tess.setNormal(-1.0F, 0.0F, 0.0F); tess.addVertexWithUV(0,h,l,icons[4].getMaxU(),icons[4].getMaxV()); tess.addVertexWithUV(0,h,0,icons[4].getMaxU(),icons[4].getMinV()); tess.addVertexWithUV(0,0,0,icons[4].getMinU(),icons[4].getMinV()); tess.addVertexWithUV(0,0,l,icons[4].getMinU(),icons[4].getMaxV()); tess.draw(); GL11.glPopMatrix(); } Maybe some pointers would be nice, as none of the TESR tutorials I found specifically deal with drawing cuboids... [EDIT] So, apparently I forgot the turn off the actual block's rendering, but in the process I learned this method is messed up in many ways regardless. Maybe I should restart it from scratch? I'd still appreciate any and all advice.
  8. Interesting topic indeed. Mind if I borrow some code on the water removal?
  9. Thanks much. Seems I'll need to interrupt the chunk provider when it is building my custom biome so that small lakes, lava lakes, ravines and such do not appear. Or can I use a custom chunk provider just for one biome...?
  10. So, after my disastrous last idea (which was still very educational, thank you all for that!) I've decided to turn my attention to biomes and world generation. Adding worldgen is easy enough, it seems, but I have yet to find a way to disable default world generation for custom biomes: Ores, ravines... that sort of thing. Ideally I'd do it selectively, but... I also cannot find the place in vanilla code where these things are called as I am using cpw's interface. A few pointers (or a big shove in the right direction) are as always appreciated.
  11. I see what you're saying, but I am already capable of removing duplicate items from the world, and am also canceling the crafting of any possible duplicates. The real problem comes in, as mentioned, when they get somehow destroyed anyway - at which point I want to make it possible to obtain a new one. But the point has been made abundantly clear that such cannot be done. It's a pity. Thank you all anyway.
  12. Hitting the nail on the head there, Ernio. In the end, I am accepting of the fact that I can't catch ALL cases of destruction and prevent them, but I would like to achieve a way in which even if they are destroyed somehow I can free up their 'slot' in the world again. For the record, though: an Item's onUpdate will only happen if it is in the inventory of a living Entity, yes? No way to get a similar thing to happen if it is in a chest or the like? Because if I could I could have it send regular information pulses to a central controller who would assume a cease of existance if it has missed 3 pulses in a row or something... Although that does carry the problem with it of chunks unloading...
  13. So, here's the thing. I have a list of ItemStacks. I need to somehow figure out for every one of these whether it is a) Currently stored in an EntityItem b) In the inventory of an Entity c) In the inventory of a TileEntity I don't need to know which, I just need to basically know whether the ItemStack still has a physical representation SOMEWHERE in the world. Luckily, I have already managed to limit the ways this representation could be removed from the world, as it is immune to fire, despawning, damage, the void and explosions. The only things that could still destroy it that I am aware of are Creative Mode stuff, crafting, and certain mods that hard-remove items from inventories. So having an event trigger for any of these would work for me as well.... Thus far, I've had little luck finding any existing mechanics that track ItemStacks or that hard-delete them, because it seems minecraft is happy to just let them sit there unmanaged and unedited until the garbage collector gets to them. Unfortunately, because I do have them listed that will never happen. So, I need to know when it is safe to de-list them - hence the above question.
  14. Soooo a block that has growth metadata that drops fruit when right-clicked at max metadata and at that point also resets itself to 0? Only at all tricky part would be incrementing said data, I'd think.
  15. hate to say I can't really help you, as I've only worked on deconstructing trees before - but I felt the need to drop in and say how much I love this mod idea. We could all use a spicier life.
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