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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
It's not supposed to have that much on the screen at the same moment as they will need to have other blocks surrounding them, but yes, once I released it I'll see the feedback
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
https://gyazo.com/49253451408f3cfb495f87f9d85daea6 Don't seems like to much of a problem
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
Yeah, but then I have to move each one individually when I animate it
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
http://pastebin.com/kbebrB1K Ymov, Head1, Head2 and Head3 should NOT be colored, and I know it can be a bit of an overkill but it's the only way I can think this can be done as we don't have RenderLayers as with Entities
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
Yeah, you use GL11.glColor3f(r, g, b) to change color and GLStateManager.resetColor() to change it back for the next rendering, but this change the color of all the model, so what I did to fix it is render the model two times, each with the textures that need to be colored or not like this: http://pastebin.com/Qy8SJVd4
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
So I just have to split the model right? No other option? As I said the model it's a bit complex and it'll help not to split it
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
If you mean that it can change color in middle of the game yes, it will
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
Hi everyone, I'm trying to figure out how to add color to some of the boxes of custom Model for a TileEntity, I can do GL11.glColor3f() on the renderTileEntityAt() method but that as you suppose tints all the model, I though of spliting the model on colorable/not coloreable models but some of the boxes are childs of anothers and It's going to be a mess, so, is there a way to tint some parts of the texture or to tint some parts of the model??
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[Solved] Finding coordinates from an outline
I could answer the third, simply take the position of the marker with lower x and z coords, do a for loop until you arrive to the coords of the marker with the highest coords (If that's the question)
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[1.10.2] [Solved] Saving TileEntity data
Changed to 1 and still not working
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[1.10.2] [Solved] Saving TileEntity data
Got NBT setted up but they don't seem to work, this is my code for the TileEntity: http://pastebin.com/CLGnjvwV And the log when I load a world (System prints around lines 7-9 and 77-86): http://pastebin.com/ueuFZpFy
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[1.10.2] [Solved] Saving TileEntity data
So I want to save the data for a TileEntity, just a couple integers and a boolean, first time trying with goals of success to save the data with NBT, but, should I use them? Or the new Capabilities system is the way to go for storing TileEntities data?
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What's the best way to generate a central biome feature?
You can probably take a look at the Twilight Forest source mod if you didn't https://github.com/Benimatic/twilightforest , maybe you will find the way Benimatic does it
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[1.10.2] [Solved] Get value of a TileEntity variable from TileEntitySR
Noooow I got it hahaha, I was updating the value only in the server side so the client side had no idea of any change. Thank you so much diesieben07!!
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[1.10.2] [Solved] Get value of a TileEntity variable from TileEntitySR
Ok, but to do the animation I have to look to the value of a variable of the TileEntity, value that is not updated when I call it on my TileEntitySpecialRenderer (I hope I explain myself, I'm not a native english speaker and is late in night where I live )
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