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hydroflame

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Everything posted by hydroflame

  1. well .. i mean you should just keep it static, not necessarelly in a separate file public class Reference{ public static String modid = "theforgerevolution"; } i mean this class is kindof useless @op: keep in mind that your mod id and your mod NAME are 2 different things, players rarelly get to see the modid ex: my mod name: "The Forge Revolution" my mod id: "forgerev" (i think, or something similar)
  2. woups, i didnt read that correctly.. in any case you could use reflection and the guava library to detect all class with the ex: @tlr38usdMod and then add all those class/submods to the main but it seems kindof redundant, why don't mod B just add its weapon by itself ?
  3. I'm not sure i understand, but couldn't you just make a tileentity for every block in your network and eachtime a object wants to travel in the network, each TE would receive the information from where it comes from and from there pick a destination. Then pass the information to the next TE ?
  4. "billboarding" is the word you are looking for heres how to do it (in minecraft, in an actual opengl program there are better way to do this): EntityPlayer p = Minecraft.getMinecraft().thePlayer; GL11.glRotated(-p.rotationYaw, 0, 1, 0); GL11.glRotated(p.rotationPitch, 1, 0, 0); i only did a small amount of research on particle but i can tell you this every particle are child class of Entity and they can only spawn in client world (as the server doesn't give a **** about particle and doesn't want to update+sync them) and they are spherically billboarded. i never tried to actually create a new EntityFX (a new particle), might be possible, might not be but what I personally did for one of my TESR (TileEntitySpecialRenderer) was to have an internal list of particle inside the TESR and render+update them inside the TESR. Might not be the best way but for my case it was good enough edit: btw the billboard "technique" i show earlier is fake billboarding, which is 99% of the minecraft case "good enough" true billboarding is a biiiiit more compilcated
  5. *hydroflame looks at the code in terror* WTF IS WRONG WITH THIS!!@!@!?!@??!?!?@%^@%?! ok sreiously im going to do my research+tutorial on ISBRH because this is getting crazy ?!
  6. which line ? i cant find anything wrong (maybe i have bad eyes )
  7. i know that what you want is "soft dependencies" but im not sure exactly how to set it up, probably check the "Mod" annotation file and you will find it easily
  8. im pretty sure forge has a script that does that
  9. if you want me to check, sure
  10. ok ok dont take it wrong, youll probably lol too when you understand whats goign on public GravestoneChangePacket(int facing, int type, TileEntityGravestone par2, int x, int y, int z) { this.facing = facing; this.type = type; tileEntity = (TileEntityGravestone)par2.worldObj.getBlockTileEntity(x, y, z); } you see this, the method is giving you a reference to a tile entity and the coordinates of that TE, basicly what you are doing is saying par2.worldObj get me the world reference of that TE worldObj.getBlockTileEntity then on that world get me the tile entity at the x y z location which obviously return the same TE you have in the begining par2 so you could just say tileEntity = par2 and everything would work fine dont worry i wasnt trying to imply you suck or anything, i do stupid shit sometimes too
  11. just import them in your workspace and code
  12. @gotolink are we talking about the same thign? (TileEntityGravestone)par2.worldObj.getBlockTileEntity(x, y, z); bahahahah
  13. yeah but what im saying is that TESR are rendered every frame (typicly 60 times per second) you can see this by printing something during the rendering method can you check that the value is actually messed up in the rendering emthod ? like System.out.println("value of rotation "+cannonTE.getRotation());
  14. ISimpleBlockRenderingHandler ISBRH ... i wouldnt say its my way but i probably should be more clear whenever someone might not know about it
  15. is your mod open source, its one of those case id like to just import and check for myself
  16. *stares blankly at the screen* ... what the fuck you remove ONLY GL11.glTranslated(0, 1, 1); right ?
  17. your model is probably lying around, try like placing this block, and removing all block aroudn it, you will probably see them floating around
  18. 1, lol i havnt heard those in a while 2 yes, i dont see any errors in your path but yes when you say an item you mean iconRegister right ? because if its for a resourcelocation it would be different
  19. no no search google/youtube for "blender texture unwrapping", fortunatelly minecraft is using the same convention as everyone on earth for rendering triangles, so if you unwrap your texture in blender your obj will keep the data on how to unwrap the texture, after that just bind and render
  20. ok 1, if you're not doing any animation and only renderign based on metadata, use ISBRH not TESR 2, dont use this, "@SideOnly(Side.CLIENT)" ever, it only causes confusion nothing good ever came out of that 3, dont override this method: "public TileEntity createNewTileEntity(World var1) " 3, to read/write from TE you need to implement readFromNBT and writeToNBT
  21. *pulls out code* *tries it* mfw ?! ah ok, its not in the configuration object that you do that, its on the Property value, yeah it seemed really weird that you wold be able to read but not write thx dies ^^
  22. well i approve the part where you scale, because in blender you could shit models that are like 250 block tall so you would have to use scale, but what i dont get it why -1, -1, -1, that implies you want the model to be flipped on all axis :\ and to texturing is not hard in blender, just go on youtube there will be a lot of tuts to help you
  23. might be due to the fact that you (unexplicably) glScaled(-1, -1, -1);
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