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Everything posted by hydroflame
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[SOLVED] Tile entities being made multiple times
hydroflame replied to Naftoreiclag's topic in Modder Support
when logging, check wich side it is and only log output from 1 side or the other ex: if(FMLCommonHandler.instance().getEffectiveSide().isServer){ //log here } -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
hydroflame replied to Jaspa_Jones's topic in Modder Support
*sight* we have forge.... we have user interfaces...... we should be able to make mods that are 100% command free, its way more interactive and fun to interact with beautiful menu then to type "/hur dur create area protected set group=admin 51, 51, 51, 100, 100, 100" i know you're just using whats already there. but i think I'm getting cancer from these. honestly I'm really excited to release my mod because we can finally start getting rid of those sign shop .... -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
hydroflame replied to Jaspa_Jones's topic in Modder Support
oh fuck me -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
hydroflame replied to Jaspa_Jones's topic in Modder Support
yeah but the question is, how are these blocks are selected/created, do you have to enter a command? do you have to right click them ? have you tought about air block, block placing etc etc. btw the answer to "do you have to enter a command" better be no -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
hydroflame replied to Jaspa_Jones's topic in Modder Support
no hold on, tile entities are working in MY case because this how i want the player to interact with their lands. you have to use a tool that fits YOUR needs. maybe eggs are a good idea, maybe they're not. -
basicly this, make sure you have the file "sf.png" at the root of miencraft.jar (if you're in eclipse its the root of "moddirectory/jars/bin/minecraft.jar" ) and to make a draw call (most likely from a TileEntitySpecialRenderer) FontRendererFR.instance.drawString(message, startX, startY, heightOfTheLetter, isItFor3DOr2D, red, green, blue); the image is here http://imagebin.org/index.php?mode=image&id=262660 http://imagebin.org/262660 is looks all white, but thats becasue the site doesnt accept alpha, if you zoom in enough youll see that theres is actually an alphabet there, and if you save the image itll be transparent
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note that as a second possibility you can also do yourBlock = new YouBlock(id); yourBlock.setHardness(3f); instead of calling setHardness in the constructor
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yeah ok it makes a lot of sens. getSide shouldnt be static, as static means its the same for everyone. what you want is a way to access a world variable and call world.getBlockMetadata(x, y, z); thsi will return what "getSide" is, but the specific value for every different block, if you want more help,
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[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
hydroflame replied to Jaspa_Jones's topic in Modder Support
I have no idea personall i do it with blocks because i want the mayor of the town to be able to change the width/height/length of a plot (plots are "protected area") i didnt know ForgeEssential was only for 147, mines 152 ready technicly they're not mobs, they are entities, like a higher level in hierarchy. their only point as entities is ... to exists i guess. i do knwo they is a tutorial or 2 on the wiki about this. maybe you could try spawning a custom mob and then removing the "mob" part of the mob -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
hydroflame replied to Jaspa_Jones's topic in Modder Support
not to be a dick but i think ForgeEssential is already making something similar. (as am i but thats another story) suggestion: anyone correct me if its not a good idea try to spawn "entities" kinda like mobs but they dont attack have hp or wtv, they jsut render the area protection -
[UNSOLVED] Experts Only: Individual Block Overlay using OpenGL?
hydroflame replied to Jaspa_Jones's topic in Modder Support
thats just me but instead of disabling normal block rendering id try only rendering the text/wtv "hovering" over the block like 0.01 meter higher so that you dont have intersection with the normal block -
either get it from someone who already done this, copy over what vanilla minecraft is using or make a fontRenderer yourself from scratch. i suggest you do not make 1 from scratch becuase its a pain to implements. though if you want i can share mine. you will also need a TileEntitySpecialRenderer
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as a opengl expert //The PushMatrix tells the renderer to "start" doing something. this is hilarious and also giving me cancer but dont worry I'm super anal about CG code i know that its because of "MachinePoweredMelter.getSide" can you show me how this variable is set, it should be different for every block and it behing the same is the cause for the same orientation everywhere
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[lmgtfy]how to cast in java[/lmgtfy]
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nono, if you do that youll literally create a new player okay you know in the function "handle(INetworkManager manager, Packet250CustomPayload packet, Player player)" cast the Player reference to a EntityPlayerMP and its THIS reference to write stuff to the nbt
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playerMP.getEntityData().setInteger("level", theLevel);
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javadoc says the method "getEntityData()" return a nbt that will be written to disk im guessing just call the same thign... server side... im doing something similar but im using mysql instead of the nbt. so I'm not sure but it looks pretty straightfoward
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packets http://www.minecraftforge.net/wiki/Tutorials/Packet_Handling
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if you save on the gui its considered client side. you have to save it server side
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use something liek thsi
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you might have to call something like GL11.glRotate(angle, 0, 1, 0); before rendering the model to rotate it before
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1 please use spoilers, 2 ..................
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can we see the class "Chemistryzation". why are you calling a gui from there ? Even worst, why is it from a method called postInit ?
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heuf .... here we go as for the other thing about orientation, search the forge wiki for "metadata"