Everything posted by hydroflame
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[Forge 1.5.2] World Gen not working?
syntax error mean you are making mistake while TYPING not code wise i wanna see the class that the image represent the one with an obvious method called getVersion and where you call GameRegistry.registerWorldGenerator the WHOLE class, not only the part you think is interresting
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[Forge 1.5.2] World Gen not working?
if you're asking the question, you should probably should print the code... anyway from the image it looks(maybe that not it) like the call isnt even made from inside a function and in any case this kind of error is usually related to syntax error
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Custom rendered block renders weird
yeah, thats normal, so call it on minecraft render engine
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Custom rendered block renders weird
private void adjustRotatePivotViaMeta(World world, int x, int y, int z) { int meta = world.getBlockMetadata(x, y, z); GL11.glPushMatrix(); GL11.glRotatef(meta * (-90), 0.0F, 0.0F, 1.0F); GL11.glPopMatrix(); } ^ this method does nothing // bindTextureByName("/mods/roads/textures/blocks/TrafficLightPoleRed.png"); this line is commented so its using the last texture binded to openGL
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Render Nameplate or image above mob
yeah
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Render Nameplate or image above mob
yes renderLivingEvent is what you want no they are the coordinates to your nameplate yes you will need some openGL knowledge
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[1.6.2]What is the new "bindTextureByName"?
Minecraft.getMinecraft().renderEngine.func_110577_a(ResourceLocation);
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[Newb] [1.5.2] Beginning Tutorial - EventHandler can't be resolved
in eclipse, ctrl+shift+o (the letter, not zero) will auto-organise your imports
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Errors with Vanilla/FML Classes During Recompile
maybe, maybe not
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[Newb] [1.5.2] Beginning Tutorial - EventHandler can't be resolved
1.5.2 was using preinit, init, postinit, continue using them until you get to 1.6.2
- Sword sounds 2.0!
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Errors with Vanilla/FML Classes During Recompile
idk .. delete it if you dont need it or reinclude it in your src if you do
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Errors with Vanilla/FML Classes During Recompile
windows: use the search bar (top left of the root mcp folder) to try to find "WorldGenPaleocraftTree1" the .class might still be somewhere where java is raging about linux: cd mcp find* | grep WorldGenPaleocraftTree1 try to delete that .class if it exists ELSE the compiler complains about that but i cant find "boolean isSoil" nowhere inside your Paleocraft class :\
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Errors with Vanilla/FML Classes During Recompile
have you tried the refries (eclipse>project>clean)
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Archival Version of Forge Tutorial (1.5.2)?
not really, but you can always ask whats not working and well help you figure out the 152 version , most of us coded in 152 before
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Glowing block render help
TESR = TileEntitySpecialRenderer youll need a TileEntity for your block (which i still dont know if its an ore or decoration or wtv) heres my tutorial on it: http://www.minecraftforge.net/wiki/TESR
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Glowing block render help
blockrenderer =ISimpleBlockRenderingHandler ? because the breaking texture will appear no mater what you do. texture dont go in files, IMAGES go in files (texture ares on GPU) 10 of those in the same file is kinda of bad btw (yes notch is bad in that way) how are they changing ? depending on metadata? or time based ? (or other factor) if its something else then metadata you will need to use a TESR and its not recommended if it's a block apparearing in huge quantity
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Glowing block render help
i dont really understand the question, what kind of animation you want to do because if its that will be taken care of automaticly, like every other block
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Glowing block render help
draw more then 1 quad then
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Glowing block render help
disable lighting ?
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NBT's are not saving or saving too soon when the game is quit
did you check that server really has the right value ? i dont think you need to, but its always a good thing to resync from server to client entityPlayer.worldObj.markBlockForUpdate(x, y, z); // or similar name call this inside your packet handler AFTER youve made the changes to your TE
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[SOLVED] Tessellator Troubles
nope it is, you just fucked up somewhere you should try to start with smaller code like draw 1 quad, then add more what you're asking is tottally possible, you can draw ANYTHING inside ISBRH except if you want animation
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[Still Need Help]Custom texture for a custom particle?
interresting, i forgot that vanilla mc does this weird thing of placing too many different image in 1 file and use that 1 file to render a loooot of different things
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[Solved][1.6.2]Gui texture oversized.
@Mazetar, np bro @OP, you're the one who can lock
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[Still Need Help]Custom texture for a custom particle?
@dies, do you NEED to rebind the vanilla particle ? because afaik vanilla code should bind it itself if it needs it (well it's suppose to be a good practice to bind the texture you need before using it, yeah im weird like that )
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