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Everything posted by gurujive
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How Do I Use Custom Reddust Particle Colors For Something?
gurujive replied to gurujive's topic in Modder Support
You know everything I suppose. Something wrong with you man... -
How Do I Use Custom Reddust Particle Colors For Something?
gurujive replied to gurujive's topic in Modder Support
Oh jesus christ. First, the color arguments are only 3 values, not 4. The -2 there is not part of your color values. It's part of your "position Z" argument. Second, -1 and 0 are functionally identical. Color values range from 0 to 1 as a floating point number and are clamped to this range. Third, you didn't "find" green. You threw random numbers at it until green occurred which everyone else here could have told you (and did, actually) that green is 0, 1, 0. double, double, double, double, double, double, int. int = 0 -4, 0, 1, 0 is yellow. Just ran: 0, 1, 0, 0 and it shows up as no particle at all. (invisible) -1, -1, 1, 1 will give me blue -1, -1, 1, 0 will give me a green as well. So yeah... Where's the documentation on this? -
How Do I Use Custom Reddust Particle Colors For Something?
gurujive replied to gurujive's topic in Modder Support
I found solid green! -2, -1, 1, 0 -
How Do I Use Custom Reddust Particle Colors For Something?
gurujive replied to gurujive's topic in Modder Support
Yellow is yellow that's why they call it that goofball Your computer screen does not contain yellow pixels. It contains RED pixels, GREEN pixels, and BLUE pixels. In order to display yellow it turns on both the RED and the GREEN pixels. Hence: I am now muting all of your posts because you're a bloody idiot. Right on brother, do what makes you happy. Aint my fault you don't have a sense of humor -
How Do I Use Custom Reddust Particle Colors For Something?
gurujive replied to gurujive's topic in Modder Support
ok so I entered: 10, 44, 167, 0 for blue and ended up with some lovely fall leaf colors. variating from reds to greens. now if i change the number 0 to 1 I get all kinds of different random colors. -
How Do I Use Custom Reddust Particle Colors For Something?
gurujive replied to gurujive's topic in Modder Support
Yellow is yellow that's why they call it that goofball -
How Do I Use Custom Reddust Particle Colors For Something?
gurujive replied to gurujive's topic in Modder Support
Is yellow usually invisible and where do I go to find out which color is which? .... Like how do I convert it like that. -light grey and white. this.worldObj.spawnParticle(EnumParticleTypes.REDSTONE, posX + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / 2, posY + (worldObj.rand.nextFloat() / -2 - worldObj.rand.nextFloat()) / -1, posZ + (worldObj.rand.nextFloat() - worldObj.rand.nextFloat()) / -1, 1, 1, 1); -grey and light blue -1, -1, 1, 1 holy crap... I'm so terrible at this. -
How Do I Use Custom Reddust Particle Colors For Something?
gurujive posted a topic in Modder Support
I know that by some way or another you can change the coloring of the reddust particle. Demonstrated here to make "working christmas lights" http://www.theredengineer.com/working-christmas-lights.html How does this work? Can I use it when applying particles to something? What Would I need to do in order for it to change colors when applying a particle to my entity? -
Of course the angle is static, if you never change the value of it. GlStateManager does not rotate the model for you, by the given angle, every who-knows-what-time-units. It only rotates once, by that amount. You need to -continuously- edit the angle to be something between 0-360 degrees. As mentioned, (System.currentTimeMillis() / 40) % 360 gives you a value that is always changing (aka creating a rotation) but always fixed between 0-360 degrees. Could you try using: GlStateManager.rotate((System.currentTimeMillis() / 40) % 360, 0, 1, 0); ? Does it, or does it not make your model rotate around continuously? I did it like so, so when it is thrown it doesn't get thrown lopsided, INDEED IT DOES SPIN! GlStateManager.rotate(entity.rotationYaw, 1, 80, 1); GlStateManager.rotate((System.currentTimeMillis() / 40) % 360, 0, 1, 0); and it spins horizontally just like what I was looking for, but it is a rather slow spin! !!!!!!! I'll be a lvl 30 sorcerer soon enough THIS IS SO COOL! thanks man! thanks a million. so friggin awesome >.<
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So far I've removed all original blocks and replaced them with an example_block. I have been able to rename the block with a lang file. And now I'm on to the setting textures part or having a custom json model part... Since the get go I've been working with pink and black blocks and haven't been able to get it to be textured. I'm looking here: { "forge_marker": 1, "defaults": { "textures": { "all": "blocks/bookshelf" } }, "variants": { "normal": [{ "model": "cube_all"}], "inventory": [{ "model": "cube_all"}] } } at the energy cell blockstate. But when running it originally the energy cell was black and pink as well without any textures. First time I ran it I got 3 pink and black blocks with no item orientation and no functionality (from what I could tell) each of them had a terribly long name when in game. There was a grid rendered by one of the 3 blocks when placed on the ground though. I'm getting somewhere with this... so that's cool. Just Not totally certain how to go about custom jsons and textures....
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Cool, I'll do what I can with that.
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The only time that anything is rotated is either in the item json model or the render. The thing is though I can set the angle. It results in a set rotation. Do I need to multiply a rotation times a rotation somehow or something to get it to spin? Going down a line and doing a different rotation alongside the original results in a new set rotation the entity flies in. It does not spin.
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Being worked on already. This I agree with, the methods in GameRegistry should be deprecated. If it turns out to be in English I'd be happy. ^ say that 5 times real fast
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You subscribe to it like a normal event. Note that you will either have to use the new @EventBusSubscriber annotation (cleaner) or register your event handler in your mod's constructor, because these events are fired before preInit. This is outdated and problematic. You should be registering models using ModelLoader.setCustomModelResourceLocation (equivalent to your current method) during ModelRegistryEvent . There needs to be a friggin guide for this... this is what I'm talking about. Its crap. Like a attending communion of aliens or something. How am I supposed to know if something is outdated if its not deprecated? Clean code is not possible without a way of knowing wth it looks like or knowing that something changed.
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That's what I'm not getting. RegistryEvent.Register<Block>? Where exactly would I put this? @Mod(modid = Reference.MOD_ID, name = Reference.MOD_NAME, version = Reference.MOD_VERSION) public class Guru { @SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS) public static CommonProxy proxy; @Instance(Reference.MOD_ID) private static Guru instance; @EventHandler public void preInit(FMLPreInitializationEvent event) { ModCreativeTabs.load(); proxy.preInit(); GuruItems.init(); GuruItems.register(); GuruEntities.registerEntities(); initRecipes(); } @EventHandler public void init(FMLInitializationEvent event) { proxy.registerRenders(); proxy.registerKeybindings(); NetworkRegistry.INSTANCE.registerGuiHandler(instance, proxy); } private static void initRecipes() { GameRegistry.addRecipe(new ItemStack(GuruItems.AIR_ORB), new Object[] {" X ", "X X", " X ", 'X', Items.FEATHER}); GameRegistry.addRecipe(new ItemStack(GuruItems.WATER_ORB), new Object[] {" X ", "X X", " X ", 'X', Items.WATER_BUCKET}); GameRegistry.addRecipe(new ItemStack(GuruItems.EARTH_ORB), new Object[] {" X ", "X X", " X ", 'X', Item.getItemFromBlock(Blocks.DIRT)}); GameRegistry.addRecipe(new ItemStack(GuruItems.FIRE_ORB), new Object[] {" X ", "X X", " X ", 'X', Items.LAVA_BUCKET}); GameRegistry.addRecipe(new ItemStack(GuruItems.NETHER_ORB), new Object[] {" X ", "X X", " X ", 'X', Item.getItemFromBlock(Blocks.OBSIDIAN)}); } public static Guru getInstance() { return instance; } } This is how I have my items set up: public class GuruItems { public static Item AIR_ORB; public static Item WATER_ORB; public static Item EARTH_ORB; public static Item FIRE_ORB; public static Item NETHER_ORB; public static Item INVISIBLE_ORB; public static Item CREATIVE_ORB; public static void init() { Item item = (new ItemBucket(Blocks.AIR)).setUnlocalizedName("bucket").setMaxStackSize(16); AIR_ORB = new ItemAirOrb().setUnlocalizedName("air_orb").setMaxStackSize(64).setCreativeTab(ModCreativeTabs.the_basic_elements); WATER_ORB = new ItemWaterOrb().setUnlocalizedName("water_orb").setContainerItem(item).setMaxStackSize(64).setCreativeTab(ModCreativeTabs.the_basic_elements); EARTH_ORB = new ItemEarthOrb().setUnlocalizedName("earth_orb").setMaxStackSize(64).setCreativeTab(ModCreativeTabs.the_basic_elements); FIRE_ORB = new ItemFireOrb().setUnlocalizedName("fire_orb").setContainerItem(item).setMaxStackSize(64).setCreativeTab(ModCreativeTabs.the_basic_elements); NETHER_ORB = new ItemNetherOrb().setUnlocalizedName("nether_orb").setMaxStackSize(64).setCreativeTab(ModCreativeTabs.the_basic_elements); INVISIBLE_ORB = new ItemInvisibleOrb().setUnlocalizedName("invisible_orb").setMaxStackSize(64).setCreativeTab(ModCreativeTabs.the_basic_elements); CREATIVE_ORB = new ItemCreativeOrb().setUnlocalizedName("creative_orb").setMaxStackSize(64).setCreativeTab(ModCreativeTabs.the_basic_elements); } public static void register() { GameRegistry.register(AIR_ORB.setRegistryName ("air_orb")); GameRegistry.register(WATER_ORB.setRegistryName ("water_orb")); GameRegistry.register(EARTH_ORB.setRegistryName ("earth_orb")); GameRegistry.register(FIRE_ORB.setRegistryName ("fire_orb")); GameRegistry.register(NETHER_ORB.setRegistryName ("nether_orb")); GameRegistry.register(INVISIBLE_ORB.setRegistryName ("invisible_orb")); GameRegistry.register(CREATIVE_ORB.setRegistryName ("creative_orb")); } public static void registerRenders() { registerRender(AIR_ORB); registerRender(WATER_ORB); registerRender(EARTH_ORB); registerRender(FIRE_ORB); registerRender(NETHER_ORB); registerRender(INVISIBLE_ORB); registerRender(CREATIVE_ORB); } private static void registerRender(Item item) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MOD_ID + ":" + item.getUnlocalizedName().substring(5), "inventory")); } }
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I highly disagree. Because blocks are not items.
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alright I was able to find this again... I have been here I had just forgotten.... Still unable to get it to spin though. this is what I have that makes it look straight: GlStateManager.rotate(entity.rotationYaw, 1, 80, 1); I can do pitch aswell that way. The thing is, when the entity is thrown it sticks in that rotation and flies that way... It doesn't circulate.
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The comments on this are really confusing to me and don't make a lick of sense. Been messing around with forge for months now and I still don't know how to add blocks to the game. Entities and items all day long. Now if I go to learn it or something or go to gather information all the info is going to be wrong because it was changed or something or what? There is no documentation of how to add blocks, I can't find any. If there was I'd be able to add blocks in my mods, because I would have read the proper way to do it and implemented it right. Instead of half guessing at something, implementing it wrong, then acting like thats ok. wth is going on with the blocks... and how do I make one the *right* way? I'd really like to know myself. Is this video doing it correctly? If not I'm not even going to bother with it because its too much crap.
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I've been messing around with projectiles for months now and I still don't know how to get the render model to spin around in a circle. Can someone teach me, help me, assist me, or something? I'm clueless how to do this... I just need some help and a direction to go in. Like a thrown entity that spins around horizontally when it flies in the air... not while its in your hand or anything. I can make the entity but I don't know what to put in my render to make it spin....