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Everything posted by Socratic_Phoenix

  1. Okay, I've got an implementation, albeit a completely unfinished one, which allows a changing texture... But I've got a few questions: The Sprite is for blocks? Items? Both? The 2d data array, each index is a "full" texture, but progressively downscaled by a factor of 2? How many of these textures should I store (how long is the 2d data array)? How does the ResourceLocation parameter play into the load class? Does one AtlasSprite handle a bunch of ResourceLocations, or just one? When you say have x number of predefined textures that change to suit my needs, how exactly would I go about implementing that? Do I somehow register a bunch of atlas sprites, and then change them whenever I need too? Speaking of which, how would I go about registering the atlas sprite? I'm going to continue looking through the code you posted for 1.7.10, and I'll try to answer some of my own questions, but still, please help Edit: I did some codingz... I'm not sure if it's correct, but it'd be great if someone could look it over. The whole repo is here: https://github.com/SocraticPhoenix/Randores, the sprite impl is here: https://github.com/SocraticPhoenix/Randores/blob/master/src/main/java/com/gmail/socraticphoenix/forge/randore/texture/FlexibleAtlasSprite.java, and registration happens here: https://github.com/SocraticPhoenix/Randores/blob/master/src/main/java/com/gmail/socraticphoenix/forge/randore/RandoreClientProxy.java. I'm most concerned about the registration... I don't think I'm doing it right.
  2. Ah okay, much less daunting now... So, basically, I'd check the resource location and supply the appropriate texture data?
  3. I'm looking at the TextureAtlasSprite class and... well it's terrifying. I don't quite understand exactly what's going on, but it looks like the class defines, renders, and handles a texture snipped from a texture sheet. If that's the case, what would I want to override to get the custom behavior? Also, would the same technique work for armor models (and, assuming it won't, is there some similar thing I could do to work with armor)? (Also, thanks for the reply!). I haven't done a lot of stuff with forge, just a mod or two that added some ores... I don't know all its ins and outs yet... so... I've never heard of the TextureAtlasSprite before...
  4. I think this idea shouldn't be impossible, but my research so far seems to indicate that it is... Basically, every time a new world is created, I want to create 10 or so new textures, load them up, and start generating their ores in the world. There is, of course, a lot of stuff that has to come together to make this possible... I've already implemented a system to generate every necessary texture, and one to create the items and whatnot (though, nothing is linked together yet). Now, I'm about to move on to trying to load the textures, armor models, and translations, but it seems... difficult. As far as I can tell, textures are stitched at the start of the game, however, since resource packs can be loaded at any time, I believe it would be feasible to re-load (and add) textures before/as soon as a player enters the world. Problem is, I have no idea how to load these textures. I believe I could use FolderResourcePack, but I'm not 100% sure. Translations, I believe, are also loaded at the start of the game, but again, since languages can be changed, I believe it would be feasible to load them dynamically before/as soon as a player enters the world, but again, I have no idea how. If anyone has any ideas/suggestions for my predicament (or knows if this task is even possible), please help! Thanks for any replies! (Also, side note, but would it be possible to create a different creative tab for each world? Maybe? That'd be awesome...)
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