Everything posted by Spyeedy
-
How does the hotbar works?
It used to be part of the code last time. Thanks for the reminder, I'm removing it.
-
How does the hotbar works?
For some reason, it ain't showing on the slots.
-
How does the hotbar works?
IInventory#getStackInSlot? What method do I call to render the Item in the slot?
-
How does the hotbar works?
I see, but how do will my overlay know what item is in the gui slot so as to render my item in either slot 1 or slot 2?
-
How does the hotbar works?
So I am wondering how the hotbar works as I have an overlay, that has been made, that I want to be connected to my GUI's slot. Here's my code for that Overlay I was talking about: [spoiler=Gui Overlay] public class GuiWeaponSlots extends Gui { private static final ResourceLocation texture = new ResourceLocation(Reference.MOD_ID + ":textures/gui/weaponSlots.png"); @SubscribeEvent(priority=EventPriority.NORMAL) public void onRenderGameOverlay(RenderGameOverlayEvent.Post event) { if (event.isCancelable() || event.type != ElementType.EXPERIENCE) { Minecraft mc = Minecraft.getMinecraft(); ScaledResolution sr = new ScaledResolution(mc); int i = sr.getScaledWidth() / 2; ItemStack stack = mc.thePlayer.inventory.getItemStack(); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); mc.getTextureManager().bindTexture(texture); this.drawTexturedModalRect(i - 121, sr.getScaledHeight() - 22, 0, 0, 22, 22); this.drawTexturedModalRect(i + 101, sr.getScaledHeight() - 22, 0, 0, 22, 22); } } } [spoiler=GUI (slots)] public class GuiWeapons extends GuiContainer { private float xSize_lo; private float ySize_lo; private static ResourceLocation slot = new ResourceLocation(Reference.MOD_ID + ":textures/gui/gui_heroesWeapons.png"); public GuiWeapons(EntityPlayer player, InventoryPlayer invPlayer, InventoryWeapons invWeapons) { super(new ContainerWeapons(player, invPlayer, invWeapons)); this.xSize = 256; this.ySize = 146; } @Override public void drawScreen(int mouseX, int mouseY, float partialTicks) { super.drawScreen(mouseX, mouseY, partialTicks); this.xSize_lo = mouseX; this.ySize_lo = mouseY; } @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { int i = (this.width - this.xSize) / 2; int j = (this.height - this.ySize) / 2; int x = i + this.xSize / 2; int y = j + this.ySize / 2 + 25; this.mc.getTextureManager().bindTexture(slot); this.drawTexturedModalRect(i, j, 0, 0, xSize, ySize); drawEntityOnScreen(x, y, 40, (float)(i + 51) - this.xSize_lo, (float)(j + 75 - 50) - this.ySize_lo, mc.thePlayer); } public static void drawEntityOnScreen(int posX, int posY, int scale, float mouseX, float mouseY, EntityLivingBase ent) { GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate((float)posX, (float)posY, 50.0F); GlStateManager.scale((float)(-scale), (float)scale, (float)scale); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); float f = ent.renderYawOffset; float f1 = ent.rotationYaw; float f2 = ent.rotationPitch; float f3 = ent.prevRotationYawHead; float f4 = ent.rotationYawHead; GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F); RenderHelper.enableStandardItemLighting(); GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F); GlStateManager.rotate(-((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F); ent.renderYawOffset = (float)Math.atan((double)(mouseX / 40.0F)) * 20.0F; ent.rotationYaw = (float)Math.atan((double)(mouseX / 40.0F)) * 40.0F; ent.rotationPitch = -((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F; ent.rotationYawHead = ent.rotationYaw; ent.prevRotationYawHead = ent.rotationYaw; GlStateManager.translate(0.0F, 0.0F, 0.0F); RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager(); rendermanager.setPlayerViewY(180.0F); rendermanager.setRenderShadow(false); rendermanager.renderEntityWithPosYaw(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F); rendermanager.setRenderShadow(true); ent.renderYawOffset = f; ent.rotationYaw = f1; ent.rotationPitch = f2; ent.prevRotationYawHead = f3; ent.rotationYawHead = f4; GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); GlStateManager.disableTexture2D(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); } } Thanks in advance.
-
[1.8.9]Entity does not move when ridden by player
Bump
-
[1.9.4] Entity Rendering
Just vomiting copy-pasta code into your post is not encouraged as a form of answering in this forum, thank you. Oh sorry! I will keep that in mind in future posts
-
[1.9.4] Entity Rendering
Here's how: RenderingRegistry.registerEntityRenderingHandler(EntityGreenGoblinGlider.class, new IRenderFactory<EntityGreenGoblinGlider>() { @Override public Render<? super EntityGreenGoblinGlider> createRenderFor(RenderManager manager) { return new RenderGreenGoblinGlider(manager); } });
-
Minecraft 1.8 Modding Help
No, it's specified in the block model JSON, code below is an example of a vanilla's block model [spoiler=Beacon Block Model JSON] { "ambientocclusion": false, "textures": { "particle": "blocks/glass", "glass": "blocks/glass", "obsidian": "blocks/obsidian", "beacon": "blocks/beacon" }, "elements": [ { "__comment": "Glass shell", "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" } } }, { "__comment": "Obsidian base", "from": [ 2, 0.1, 2 ], "to": [ 14, 3, 14 ], "faces": { "down": { "uv": [ 2, 2, 14, 14 ], "texture": "#obsidian" }, "up": { "uv": [ 2, 2, 14, 14 ], "texture": "#obsidian" }, "north": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" }, "south": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" }, "west": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" }, "east": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" } } }, { "__comment": "Inner beacon texture", "from": [ 3, 3, 3 ], "to": [ 13, 14, 13 ], "faces": { "down": { "uv": [ 3, 3, 13, 13 ], "texture": "#beacon" }, "up": { "uv": [ 3, 3, 13, 13 ], "texture": "#beacon" }, "north": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" }, "south": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" }, "west": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" }, "east": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" } } } ] } It's specified above all the other textures used for the block's appearance, "particle": "modid:blocks/texture_name",.
-
[1.8.9]Entity does not move when ridden by player
My Entity for some reason I do not know does not move when the player is riding it. Purpose of the Entity: A mode of transportation for the player, it can fly and no fall damage is to be received when mid-flight fall. [spoiler=Entity Class] public class EntityGreenGoblinGlider extends EntityCreature { /** AI task for player control. */ private final EntityAIControlledByPlayer aiControlledByPlayer; public EntityGreenGoblinGlider(World worldIn) { super(worldIn); this.tasks.addTask(0, this.aiControlledByPlayer = new EntityAIControlledByPlayer(this, 10.0F)); } @Override protected void applyEntityAttributes() { super.applyEntityAttributes(); this.getEntityAttribute(SharedMonsterAttributes.movementSpeed).setBaseValue(0.25D); } @Override public boolean canBeSteered() { return true; } @Override public boolean interact(EntityPlayer player) { if (super.interact(player)) { return true; } else if (this.worldObj.isRemote || this.riddenByEntity != null && this.riddenByEntity != player) { return false; } else { player.mountEntity(this); return true; } } /** * Return the AI task for player control. */ public EntityAIControlledByPlayer getAIControlledByPlayer() { return this.aiControlledByPlayer; } } Where did I go wrong?
-
Is there a way to edit Gui while game is open?
Trust me, very very bad idea.
-
Is there a way to edit Gui while game is open?
Don't start an argument on whether idea is better than eclipse and vice versa.
-
Cannot render entity
Thanks, sometimes the simplest things can be overlooked.
-
Cannot render entity
I'm not sure where I went wrong in my Model class as it's giving out a NullPointerException. Gist here. Error in console: Thanks in advance!
-
GUI Overlay bigger
Well yeah, if you didn't pick sub-event and type, then you are scaling everything. You need to scale and then revert (and/or use push/pop matrix). For any other question related to GL I will autoomatically send you to google and Gui.class and a LOT of other vanilla sources which give examples. Thanks for the push/pop matrix advice, it worked! Sorry for the trouble, first time working with GL11 and RenderGameOverlayEvent
-
GUI Overlay bigger
Using GL11.glScalef in the method increaes the entire overlay, the hotbar, health etc
-
GUI Overlay bigger
What do you mean "Post sub-event" and "PHASE (event.phase)"?
-
GUI Overlay bigger
Typo error, anyway.. i have yet to create the class, what do you mean "draw inside event"? My question was where do I call the gui and how do I have it displayed as a gui overlay when the player wears a particular armor?
-
GUI Overlay bigger
So I created a class which extends Gui and apply the texture etc, but where do I call the gui from to have it as a gui overlay when the player wears his armor?
-
GUI Overlay bigger
Is it possible to make my gui overlay bigger without modifying the scale in the texture image? Code here.
-
[1.9.4] custom Gui Not showing up
In your BlockGrinder class, in the onBlockActivated method, you should not be using EntityPlayer#displayGUIChest, you should be using EntityPlayer#openGui
-
[1.8.9] Custom Dimension is empty
For the life of me, I can't figure why my custom dimension is empty. Github here. I registered my dimensions in Main.preInit while biomes are registered in CommonProxy.preInit. The files (worldProvider, biome etc) are located in the dimensions folder.
-
[1.8.9]Is there a ModelArmor?
Ah, so that's how they do it, smart, so the armors are basically a layered armor above the player's skin but a larger scale than the player, fascinating. Thanks Choonster
-
[1.8.9]Is there a ModelArmor?
Is there a ModelArmor? If not, then how do Minecraft render the armor bigger than the player?
-
Custom Mob's model rendering incorrectly
And why should I use tabula? It's for 1.8.0, I'm working on 1.8.9. Besides, Techne is easy to use and I can always fix the rotation point myself, gives a little more "hands-on".
IPS spam blocked by CleanTalk.