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hydroflame

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Everything posted by hydroflame

  1. 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
  2. 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
  3. yeah, thats normal, so call it on minecraft render engine
  4. 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
  5. yes renderLivingEvent is what you want no they are the coordinates to your nameplate yes you will need some openGL knowledge
  6. Minecraft.getMinecraft().renderEngine.func_110577_a(ResourceLocation);
  7. in eclipse, ctrl+shift+o (the letter, not zero) will auto-organise your imports
  8. 1.5.2 was using preinit, init, postinit, continue using them until you get to 1.6.2
  9. idk .. delete it if you dont need it or reinclude it in your src if you do
  10. 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 :\
  11. have you tried the refries (eclipse>project>clean)
  12. 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
  13. 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
  14. 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
  15. 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
  16. draw more then 1 quad then
  17. disable lighting ?
  18. 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
  19. 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
  20. 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
  21. @Mazetar, np bro @OP, you're the one who can lock
  22. @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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