
mlugg
Forge Modder-
Posts
16 -
Joined
-
Last visited
Everything posted by mlugg
-
In the first image, you see that it should render the glass texture twice on each side. However in the second photo you see that it renders the glass texture once, and then seemingly random vanilla Minecraft textures adjacent.
-
No problem I'm not sure, but you should be able to use something like entityIn.setVelocity(entityIn.motionX, 0, entityIn.motionZ); to reset the player's vertical velocity.
-
OK. Although not exactly like Creative flying, the following code should work when placed inside the Item's class (hold down spacebar to fly up): public void onUpdate(ItemStack itemStack, World worldIn, Entity entityIn, int i, boolean j){ int jumpKeyCode = Minecraft.getMinecraft().gameSettings.keyBindJump.getKeyCode(); if (Keyboard.isKeyDown(jumpKeyCode)) entityIn.setVelocity(entityIn.motionX, 1, entityIn.motionZ); }
-
How do you want the flying to work? Like Creative mode? Or gliding like the 1.9 Elytra?
-
[1.9.4] Redstone connecting to custom bluestone
mlugg replied to MCrafterzz's topic in Modder Support
This is probably not the best way, but you could somehow stop redstone being registered as an item, and instead initialise it as a class you mak by cloning the redstone dust class and adding an exception somehow. -
Hi, Firstly, sorry if I should have put this somewhere else - I wasn't sure as this is of course a completely separate tool to Forge. I am using MrCrayfish's Model Creator to make a model for an energy pipe in 1.9, but when I try to use it, the following happens: It renders random textures from vanilla Minecraft! I have no idea why this is happening. Anyone had this before, and if so, how can I solve it? Thanks in advance, -Matthew
-
[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
mlugg replied to mlugg's topic in Modder Support
Thanks! -
[1.8.9] Making the player (clientside only) slow down
mlugg replied to Aulig's topic in Modder Support
How are you attempting to give the player slowness? I have not tested it, but the following code should work: Minecraft.getMinecraft().thePlayer.addPotionEffect(new PotionEffect(Potion.getPotionById(2), 1)); Of course, instead of Minecraft.getMinecraft().thePlayer, you would use a given reference to an EntityPlayer if possible. -
[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
mlugg replied to mlugg's topic in Modder Support
OK, last question. I now have a rendering block with a custom model, with no trace of a TileEntity. But how can I set the hitbox of the block, so that standing on top of the block you don't hover above the model and so that the box that shows around the object when you palce your cursor over it is smaller? This seems to have previously been setBlockBounds, but that has been removed, so I assume it is done via JSON now. -
[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
mlugg replied to mlugg's topic in Modder Support
Thank you! I am creating the model now in MrCrayfish's Model Creator. Thanks for your help! -
[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
mlugg replied to mlugg's topic in Modder Support
Fair enough. But can't it be done with the .java class it can output the model into? And if not, how do I implement a model made with some other modelling software? -
[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
mlugg replied to mlugg's topic in Modder Support
How would I go about implementing it after creating a model in techne? Sorry if I'm nagging, just new to all this -
[SOLVED] Forge 1.9 - TileEntitySpecialRenderer - Rendering with VertexBuffer
mlugg replied to mlugg's topic in Modder Support
Its entirely possible he's doing something simple so that the required parts about "translating to the TE's position" is handled before importing a complex moving thing. But yes, if the end-goal isn't going to animate, then there's no need for a TESR. I'm just attempting to create energy pipes, like you see in many mods, by basing it off of an old 1.7.2 tutorial. What is the better way of doing this? Thanks again -
Hi, I am trying to make a TileEntitySpecialRender render a cube (currently with the TextureMap.LOCATION_MISSING_TEXTURE texture) On a TileEntity. I have not modded much in the past, and am brand new to VertexBuffers, so chances are my code is stupid & I am doing everything wrong (seriously, I copied and pasted some old code and tried to make it work). Currently, the texture is being rendered in the sky, HOWEVER it is relative to the player. Here is my current code (contained in a function which launches in renderTileEntityAt): GlStateManager.color(1F, 1F, 1F); Tessellator tessellator = Tessellator.getInstance(); VertexBuffer wr = tessellator.getBuffer(); wr.begin(7, DefaultVertexFormats.POSITION_TEX); wr.pos(6, 12, 0).tex(0, 1).endVertex(); wr.pos(12, 12, 0).tex(1, 1).endVertex(); wr.pos(12, 6, 0).tex(1, 0).endVertex(); wr.pos(6, 6, 0).tex(0, 0).endVertex(); tessellator.draw(); If anyone could help / give me tips on how this system works that would be great. Thanks in advance - Matthew
-
[SOLVED] Minecraft 1.9 - getting block state in tile entity
mlugg replied to mlugg's topic in Modder Support
Thanks! FACING was static (don't know why I was referencing it like that), and using that seems to do the trick! Thank you -
Hi, I have a block with a TileEntity attached, and in that TileEntity I need to get a blockstate property (FACING) of the block in the same position. I have tried the following: BlockInstaFurnace _block = (BlockInstaFurnace)this.getWorld().getBlockState(this.getPos()).getBlock(); EnumFacing blockFacing = _block.getBlockState().getBaseState().getValue(_block.FACING); But blockfacing always equals EnumFacing.DOWN when I try this. I am quite new to the idea of BlockStates, so am probably getting something obvious wrong. But how can I grab the current BlockState of a block? Thanks in advance, -Matthew