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Found 2 results

  1. Hello everyone, I want to render the Inventory Player to the main Menu but it makes problems. Description: Initializing game java.lang.NullPointerException: Initializing game at net.minecraft.client.gui.inventory.GuiInventory.drawEntityOnScreen(GuiInventory.java:103) at net.minecraft.client.gui.GuiMainMenu.initGui(GuiMainMenu.java:213) at net.minecraft.client.gui.GuiScreen.setWorldAndResolution(GuiScreen.java:556) at net.minecraft.client.Minecraft.displayGuiScreen(Minecraft.java:1011) at net.minecraft.client.Minecraft.startGame(Minecraft.java:575) at net.minecraft.client.Minecraft.run(Minecraft.java:402) at net.minecraft.client.main.Main.main(Main.java:114) at Start.main(Start.java:11) A detailed walkthrough of the error, its code path and all known details is as follows: --------------------------------------------------------------------------------------- -- Head -- Stacktrace: at net.minecraft.client.gui.inventory.GuiInventory.drawEntityOnScreen(GuiInventory.java:103) at net.minecraft.client.gui.GuiMainMenu.initGui(GuiMainMenu.java:213) at net.minecraft.client.gui.GuiScreen.setWorldAndResolution(GuiScreen.java:556) at net.minecraft.client.Minecraft.displayGuiScreen(Minecraft.java:1011) at net.minecraft.client.Minecraft.startGame(Minecraft.java:575) -- Initialization -- Details: Stacktrace: at net.minecraft.client.Minecraft.run(Minecraft.java:402) at net.minecraft.client.main.Main.main(Main.java:114) at Start.main(Start.java:11) -- System Details -- Details: Minecraft Version: 1.8 Operating System: Mac OS X (x86_64) version 10.12.1 Java Version: 1.8.0_91, Oracle Corporation Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Oracle Corporation Memory: 870970032 bytes (830 MB) / 1038876672 bytes (990 MB) up to 1038876672 bytes (990 MB) JVM Flags: 3 total; -Xincgc -Xmx1024M -Xms1024M IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0 Launched Version: mcp LWJGL: 2.9.1 OpenGL: Intel(R) Iris(TM) Graphics 6100 GL version 2.1 INTEL-10.20.23, Intel Inc. GL Caps: Using GL 1.3 multitexturing. Using GL 1.3 texture combiners. Using framebuffer objects because ARB_framebuffer_object is supported and separate blending is supported. Shaders are available because OpenGL 2.1 is supported. VBOs are available because OpenGL 1.5 is supported. Using VBOs: No Is Modded: Definitely; Client brand changed to 'Cose' Type: Client (map_client.txt) Resource Packs: [] Current Language: English (US) Profiler Position: N/A (disabled) #@!@# Game crashed! Crash report saved to: #@!@# /Users/nevinpeters/Documents/Cose/jars/./crash-reports/crash-2017-02-05_14.09.16-client.txt AL lib: (EE) alc_cleanup: 1 device not closed It makes Problems here: public static void drawEntityOnScreen(int x, int y, int scale, float mouseX, float mouseY, EntityLivingBase entity) { GlStateManager.enableColorMaterial(); GlStateManager.pushMatrix(); GlStateManager.translate((float)x, (float)y, 50.0F); GlStateManager.scale((float)(-scale), (float)scale, (float)scale); GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F); //here float var6 = entity.renderYawOffset; float var7 = entity.rotationYaw; float var8 = entity.rotationPitch; float var9 = entity.prevRotationYawHead; float var10 = entity.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); entity.renderYawOffset = (float)Math.atan((double)(mouseX / 40.0F)) * 20.0F; entity.rotationYaw = (float)Math.atan((double)(mouseX / 40.0F)) * 40.0F; entity.rotationPitch = -((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F; entity.rotationYawHead = entity.rotationYaw; entity.prevRotationYawHead = entity.rotationYaw; GlStateManager.translate(0.0F, 0.0F, 0.0F); RenderManager var11 = Minecraft.getMinecraft().getRenderManager(); var11.func_178631_a(180.0F); var11.func_178633_a(false); var11.renderEntityWithPosYaw(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F); var11.func_178633_a(true); entity.renderYawOffset = var6; entity.rotationYaw = var7; entity.rotationPitch = var8; entity.prevRotationYawHead = var9; entity.rotationYawHead = var10; GlStateManager.popMatrix(); RenderHelper.disableStandardItemLighting(); GlStateManager.disableRescaleNormal(); GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit); GlStateManager.func_179090_x(); GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit); }
  2. I've created a spear item which, when used, throws a custom arrow entity. I've set up a renderer which is basically copied from the vanilla arrow renderers, and it does nearly what I want. The only problem is that I've used a custom texture which is based on the format of the arrow texture but longer than the vanilla arrow (here is the image file). But when the entity renders, it cuts off the longer part and shortens it to the length of a vanilla arrow. Here is my render class, (all the code is on github): So, all I want to know is, where in the rendering code does it define the length of the rendered entity and the section of the image that it uses. I am completely confused by the way most rendering code works, and it's not documented well enough for me to figure it out by reading. Can anyone point me in the right direction?
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