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Viesis

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  1. Thank you so much @warjort! I was so confused. I actually started to put in a data accessor to watch the 5 inventory spaces I cared about (I use data accessors for quite a few things in my machines already to sync info), but just in reading some of the documentation on capabilities, it really sounds like there was something specific I could do in capabilities itself. Too many times I have not asked a question and did someone 10 times harder, just to find out I could of call a few simple lines, hook into a system already there, and gotten the same result. Greatly appreciate it! You rock!
  2. I have an entity that uses the ForgeCapabilities.ITEM_HANDLER for an inventory. It works very well. The server keeps track of the items and I get no issues. What I am looking for are any leads on how to sync the client with the server. Currently, I have an entity that will render a model part based on an item in a particular itemslot. The entity doesn't update until you manually open up the gui. According to the minecraft forge docs about capabilities under the synchronizing data with clients, by default, capability data is not sent to clients. I see it says send a synchronization packet and the docs suggest 3 generic options. I can't really find an example of the kind of packet you need to send. The forge docs, while giving a descriptive "how to", isn't filling in the gaps for me. Does anyone have a site or github example for syncing the client to server for capabilities? I have tried various how to videos starting at forge 1.14 up to 1.19, various web sites, and tried looking at the forums here. Any guidance would be greatly appreciated. Thanks in advanced!
  3. I am looking for a way to get an entity that I hover over (client side). I was able to do this via my EntityRenderer using the following in 1.12.2: Entity raytraceHitTarget = Minecraft.getMinecraft().objectMouseOver.entityHit; I notice that the "objectMouseOver" doesn't have ".entityHit". Is there a better way to return an entity I am targeting? Any direction would be appreciated. Thank you!
  4. Thank you for the reply @V0idWa1k3r. I had a feeling that would be the case. I didn't think there were any instances in Minecraft where that happens. I was trying to preview particles on an entity before players could accept them. They may just have to go in blind. Haha
  5. Just as an update, I found out that the particles were spawning. I was using the mouse x/y so I could easily see if there was anything in the gui for my test and I happen to be looking up. My smoke particles were racing across the sky as my mouse moved. Not exactly the outcome I was hoping for.
  6. Like the title says, is there a method/way to spawn particles in a GUI? I have an entity displayed in my gui and noticed that the particles it has isn't show up in the GUI. My particles are working in game. I tried to just spawn smoke particles in drawGuiContainerBackgroundLayer and drawGuiContainerForegroundLayer but I am getting nothing generating. Any direction would be greatly appreciated. Thanks!
  7. You write the model yourself? No 3d creating software than techne to visualize you models?
  8. Is there a way to make the text on a button smaller? I have been trying random things and no thing seems to be working. I have been trying to use GlStateManager.scale() but I feel like I am just missing something maybe?
  9. I used techne to make the models. I didn't have much luck all together. The texture tiling was the first part, but you can only bind one texture to a model at a time. I wanted to just tile the bottom texture and then have a static generic overlay on top. Didn't see a way to do what with a entity model.
  10. Just so people know, it looks like you cannot overlay multiple textures (bind more that one on a model for, say, an entity) without having to jump into opengl, which is deeper than I wanted to dive into.
  11. Maybe is there a way to overlay textures on top of a model? like lets say I make a repeating texture and place that on the model then overlay generic details on top of that in layers like you can do with blocks and items?
  12. I am not sure if I can do what I want to do. I just didn't want 50+ extra bigger textures per model because I wanted to give people the option to skin it and customize it.
  13. Well setting that take the vanilla texture and tries to stretch it over the model which starts to looks bad. Hard to tell what it is. Is there a way to like stitch that texture into a new texture and use that?
  14. Hello, I am wondering if it is possible to use a vanilla texture like oak planks on an entity mondel, say a custom boat? This is why I want to do it. I have a entity like a boat that I want to be able to texture it with numerous textures, like oak planks for example. I figure instead of making a custom texture for each building block (which can make my mod a lot bigger having each individual texture for the model for 40+ building blocks), I can just pull from, again, the oak plank vanilla texture so that if someone uses a texture pack, it will use their texture of oak planks to overlay it on the boat. I know the 16 bit textures are small, so if this can be done, is there a way to take the simple 16x and repeat it over the model? I am not sure if I am being clear or not, but any help would be appreciated. If needed, I could whip up some pictures to show what I mean. Thank you!
  15. I was able to find out how to unlock all of my recipes for testing purposes, still not sure how to make my own recipe book tab but that is something I can add later. Thank you for your help!
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