Everything posted by hydroflame
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Random Events?
you could use a tickhandler and use a Random to calculate the change of something happening
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[solved]Compiling a mod as a Jar file
heu ... jars are zip files ... just rename the extention...
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NetworkMod - Gui
im not suuuure but serversiderequired = true
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Another texture problem :/
Thanks!!! It's working now!!!
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EntityThrowable/Entity working but invisbile
yeah my old code might not necessarelly work because i typed it all inside the forums :\ heres one that literally uses only the tess , hope it can help @Override public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { // EntityMeteor fb = (EntityMeteor)par1Entity; double xzSize = par1Entity.boundingBox.maxX -par1Entity.boundingBox.minX; double ySize = par1Entity.boundingBox.maxY-par1Entity.boundingBox.minY; GL11.glPushMatrix(); Tessellator tessellator = Tessellator.instance; Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.blankTexture); tessellator.startDrawingQuads(); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 0, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4+ySize, par6-xzSize/2, 1, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4+ySize, par6-xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 0, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2+xzSize/2, par4, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6-xzSize/2, 0, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6-xzSize/2, 1, 0); tessellator.addVertexWithUV(par2-xzSize/2, par4+ySize, par6+xzSize/2, 1, 1); tessellator.addVertexWithUV(par2-xzSize/2, par4, par6+xzSize/2, 0, 1); tessellator.draw(); GL11.glPopMatrix(); }
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Another texture problem :/
LOL found it oh ok, well then ill keep my useless guide and my solutions to myself. i mean its working for me and i have no real reason to share it with you if you "dont want my help" have a good day
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EntityThrowable/Entity working but invisbile
nothign shows up ? somethign shows up ? because what you want right now is to have somethign that shows up with a texture, then you can work from there
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EntityThrowable/Entity working but invisbile
hmm, then honestly I'm not sure, can you try something more basic: GL11.glPushMatrix(); GL11.glTranslated(par2, par4, par6); Minecraft.getMinecraft().renderEngine.func_110577_a(ForgeRevCommonProxy.wing); Tessellator t = Tessellator.instance; t.startDrawingQuads(); t.addVertexWithUV(0, 0, 0, 0, 0); t.addVertexWithUV(0, 1, 0, 0, 1); t.addVertexWithUV(1, 1, 0, 1, 1); t.addVertexWithUV(1, 0, 0, 1, 0); t.addVertexWithUV(0, 0, 0, 0, 0); t.addVertexWithUV(1, 0, 0, 1, 0); t.addVertexWithUV(1, 1, 0, 1, 1); t.addVertexWithUV(0, 1, 0, 0, 1); t.draw(); GL11.glPopMatrix(); try this and throw your shard diagonally (because it wont rotate so at certain angle you will be 90 degree compared to it and wont see shit)
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EntityThrowable/Entity working but invisbile
yeah ive never use the field but technicly it shouldnt make a difference btw it doesnt HAVE to be in your common proxy, it could (should) be in the render class if its the only class that needs it sooo couple of things first maybe for some reason texture are disabled do this before everything GL11.glEnable(GL11.GL_TEXTURE_2D); next make sure your image loaded correctly (you will see it in the logs if it screws up) after that you will notice that vanilla code is resizing the images: tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); (note the difference between vanilla code and mine) basicly if your image is really huge there would be a problem after that i have a few ideas but well start with that ps: ive looked at your mod and its pretty legit !
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Another texture problem :/
you: "nothign works fix IT!!!" what screws up when you do that, what are the symptoms. the game crash ? eclipse doesnt boot? the moon turns red? you want to do it all by yourself? how come its working for literally everyone else except you. because you did a small mistake and didnt pay attention to something (idk what but something)
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Another texture problem :/
sure you're angry. but it has never failed, follow the instructions and i promise itll work I already tried that. I dont have an assets folder there either. It goes mcp/src/minecraft/modid/textures/items well then create it!
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Another texture problem :/
try looking the wiki for "hydroflame guide to textures" pretty sure it will solve anything
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EntityThrowable/Entity working but invisbile
yeah fo sho example:
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EntityThrowable/Entity working but invisbile
thats what i could visualize from the code server side shouldnt know about this, commonproxy is for both side thats why i think it should be in client proxy only well you're not binding the texture anywhere in your render code so that would make sens theres no texture attached (or the wrong texture)
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EntityThrowable/Entity working but invisbile
the render code seems fine (of course i have no idea what it renders ) depending on how you register that (which should be in your client proxy) there is nothing wrong syntax/code wise with it try shrinking you render code. ive noticed that you simply copied the code from another renderer, what happens when you do that is if it doesnt work you have no idea wtf is happening, try to draw like 1 quad, then 2, 3, 4, 5 etc til you have the model you want
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Missing textures
guide says block texture goes: mcp/src/minecraft/*modid*/textures/blocks/ if the mod is called "src" then remove "testmod"
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Missing textures
wrong: /forge/mcp/src/minecraft/assets/testmod/src/textures/blocks nope right: /forge/mcp/src/minecraft/assets/testmod/textures/blocks please refer to "hydroflame guide to textures" on the wiki for further information
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Custom Renderer
ASM == code injection ...
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EntityThrowable/Entity working but invisbile
you pasted the entity twice, not the renderer
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about Item.func_111206_d(String s)
no its the right way this way, its not a question of "the same logic every time" because when you are rendering cubes and items you are using different techniques then gui or mobs, so the current way is the good way lets keep it like this Thanks!!! It's working now!!! no prob
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nullpointerexception error
also the way you are writing this wont work in SMP
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setBlock Neighbour Texture
yeah because there is only 1 instance of each block, so if you change one you change all, either use ISBRH or TESR to have each block renderered individually then use world.markBlockForUpdate in your onNeighbourBlockChange because this will ask minecraft to re-render that specific block
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setBlock Neighbour Texture
yknow minecraft is on a 3d grid right ? so the surrounding blocks are: x+1, y, z x-1, y, z x, y+1, z x, y-1, z x, y, z+1 x, y, z-1 and once you get the id of surrounding blocks you can do Block.blocksList[blockid] which will return a block that you can use like this block.getBlockTextureFromSide(1);
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[FIXED] New furnace not rendering in inventory properly.
just make a renderer for you block in your inventory and rotate it 90/180/270 degree
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Custom Renderer
hey thats ME !!!! but yeah thats probably the best way to go unless you feel like doing ASM....... no come to think of it if you want the OTHER players to see it, its the only way to go
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