Bacon004
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First off, be patient. No need to bump your thread every 30 minutes. Second off, the child isn't invisible, it's just rendering ~400 blocks underground. The whole issue is because you have a "/" where you need a "*". Switch GlStateManager.translate(0.0F, 24.0F / scale, 0.0F); in the "render" function of your model class to GlStateManager.translate(0.0F, 24.0F * scale, 0.0F); and it renders properly.
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Understood. I don't have time right now but I will try it tonight.
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I forgot about that bit. My other packets have the empty constructor. I guess I didn't think to compare this packet to the other packet classes. Anyways, it works now, but there is no way that I can see to get the original player's NBT data, you can only access the newly spawned player's data. How can I accomplish this?
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I am trying to set some custom NBT tags to carry over through death. The player clone event only fires on the server, so I am trying to send the data to the client as well, which is necessary for some rendering things. Whenever I try to send the packet to the client, it crashes. Here's the SimpleNetworkWrapper register line: network.registerMessage(WTMessageSendPlayerData.WTMessageHandler.class, WTMessageSendPlayerData.class, 0, Side.CLIENT); Here's the sender code (fired from server-side inside event handler): WTCore.network.sendTo(new WTMessageSendPlayerData(new NBTTagCompound()), (EntityPlayerMP)event.getEntityPlayer()); But for some reason, I get this crash: The message doesn't do anything yet, so I know it doesn't have to do with that part of the code. If you need code that hasn't been provided to help me solve the problem, let me know.
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I have been trying to figure out how to register an item and the renderer but I can't figure it out. I can't find any tutorials and it's getting really frustrating. What is the proper method of registering an item and setting up the renderer/texture for it? I just keep getting purple cubes.