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JoseluGames

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Everything posted by JoseluGames

  1. 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
  2. https://gyazo.com/49253451408f3cfb495f87f9d85daea6 Don't seems like to much of a problem
  3. Yeah, but then I have to move each one individually when I animate it
  4. 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
  5. 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
  6. 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
  7. If you mean that it can change color in middle of the game yes, it will
  8. 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??
  9. 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)
  10. Changed to 1 and still not working
  11. 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
  12. 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?
  13. 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
  14. 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!!
  15. 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 )
  16. Ok, so I have to use the SimpleNetworkWrapper for just a value? Or there are other ways?
  17. So I need to get a value that is updated stored in the server to the client, and the packets functions are not the way to go, did I understand right?
  18. Ok, so after some research I created the functions for the packets in the TileEntityMiner (http://pastebin.com/1bqDyQHY), but for calling the block to update the only functions I see surfing on the web doesn't exist in 1.10.2. Wich function do I have to use to mark it to update? Or where should I start searching
  19. Been some days trying to figure how to get a value that updates every tick from a TileEntity to set the rotation of a model. Tried many this and no one worked, maybe is just that I'm dumb but I can't solve it. When I print the TileEntity is always the same, without the updated value. This is my code: For the TileEntityMiner: http://pastebin.com/jSR0563K For the TESRMiner: http://pastebin.com/keFK7pSc
  20. Ok, I'm an idiot, I was initializing the value of the block with the wrong class, I was overthinking the error . Thanks diesieben07!!!!
  21. When I try to spawn a block it throws an error in the console telling the property doesn't exist in the BlockStateContainer java.lang.IllegalArgumentException: Cannot set property PropertyEnum{name=soil, clazz=class com.jlgm.projfact.block.BlockOreCluster$EnumType, values=[grass, dirt, stone, gravel, sand]} as it does not exist in BlockStateContainer{block=jlgm_projfact:oreCluster, properties=[]} This is the line I use to spawn it: world.setBlockState(newPos, ProjFactBlock.oreCluster_Block.getDefaultState().withProperty(BlockOreCluster.SOIL, BlockOreCluster.EnumType.GRASS), 2); And this my Block code: Been trying to fix it for two days with no success... Help! :'(
  22. I added some achievements examples, soon I will add the explanation part to the Wiki
  23. Send a push request to the repo and I will rearrange it
  24. I added a Wiki were I will put the explanation of the code (If something could be improved on it post an Issue) and I added a Creative Tab and a simple block with the new way to registry blocks.
  25. https://raw.githubusercontent.com/JoseluGames/MinecraftModdingDoneRight/mc-1.10/src/main/resources/assets/jlgm_mmdr/logo/jlgm_MMDR_Logo.png[/img] Hello to everyone!! First of all before you read anything you need to know something: I'm not a native english speaker so sorry if I write something wrong The other day I was playing with forge modding (I have some experience doing it even though I just published one mod) and as always I wanted to search tutorials for the new versions to see the things that changed and the way that other modders have to sort their files. After some research I went to the forge source code and saw some functions used in the tutorials that were deprecated so I thought "Why not to make a mod example that uses the latest functions in forge in a good manner?". And that is why I'm here, say hello to the "MinecraftModdingDoneRight Project" (Or MMDR Project). What is the MinecraftModdingDoneRight Project? The MMDR Project is a GitHub repo with the source of an example mod that (Aims to) be the one of reference. To achieve this I want the Forge Community to (If they want) help me. How you can help? You can create a Pull Request to the GitHub repo or create an Issue. Where should you do it? I set up a GitHub repo here: https://github.com/JoseluGames/MinecraftModdingDoneRight Any suggestions will be appreciated
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