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[Still Need Help]Custom texture for a custom particle?


Ellbelly

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I have posted recently about a creating a custom particle and I managed to get a custom particle but I need to change the texture of it. Here is my code does any one know how I could direct it to a new directory with a new particle sheet?

 

 

 

package minecraft.NewMod.common;

import net.minecraft.client.particle.EntityFX;
import net.minecraft.client.renderer.Tessellator;
import net.minecraft.src.ModLoader;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;

@SideOnly(Side.CLIENT)
public class EntityBlueFlameFX extends EntityFX
{
    /** the scale of the flame FX */
    private float flameScale;
   

    public EntityBlueFlameFX(World par1World, double par2, double par4, double par6, double par8, double par10, double par12)
    {
        super(par1World, par2, par4, par6, par8, par10, par12);
        this.motionX = this.motionX * 0.009999999776482582D + par8;
        this.motionY = this.motionY * 0.009999999776482582D + par10;
        this.motionZ = this.motionZ * 0.009999999776482582D + par12;
        double d6 = par2 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
        d6 = par4 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
        d6 = par6 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
        this.flameScale = this.particleScale;
        this.particleRed = this.particleGreen = this.particleBlue = 1.0F;
        this.particleMaxAge = (int)(8.0D / (Math.random() * 0.8D + 0.2D)) + 4;
        this.noClip = true;
        this.setParticleTextureIndex(48);
        
       
    }

    public void renderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        float f6 = ((float)this.particleAge + par2) / (float)this.particleMaxAge;
        this.particleScale = this.flameScale * (1.0F - f6 * f6 * 0.5F);
        super.renderParticle(par1Tessellator, par2, par3, par4, par5, par6, par7);
    }

    public int getBrightnessForRender(float par1)
    {
        float f1 = ((float)this.particleAge + par1) / (float)this.particleMaxAge;

        if (f1 < 0.0F)
        {
            f1 = 0.0F;
        }

        if (f1 > 1.0F)
        {
            f1 = 1.0F;
        }
       
        int i = super.getBrightnessForRender(par1);
        int j = i & 255;
        int k = i >> 16 & 255;
        j += (int)(f1 * 15.0F * 16.0F);

        if (j > 240)
        {
            j = 240;
        }

        return j | k << 16;
    }

    /**
     * Gets how bright this entity is.
     */
    public float getBrightness(float par1)
    {
        float f1 = ((float)this.particleAge + par1) / (float)this.particleMaxAge;

        if (f1 < 0.0F)
        {
            f1 = 0.0F;
        }

        if (f1 > 1.0F)
        {
            f1 = 1.0F;
        }

        float f2 = super.getBrightness(par1);
        return f2 * f1 + (1.0F - f1);
    }

    /**
     * Called to update the entity's position/logic.
     */
    public void onUpdate()
    {
        this.prevPosX = this.posX;
        this.prevPosY = this.posY;
        this.prevPosZ = this.posZ;

        if (this.particleAge++ >= this.particleMaxAge)
        {
            this.setDead();
        }

        this.moveEntity(this.motionX, this.motionY, this.motionZ);
        this.motionX *= 0.9599999785423279D;
        this.motionY *= 0.9599999785423279D;
        this.motionZ *= 0.9599999785423279D;

        if (this.onGround)
        {
            this.motionX *= 0.699999988079071D;
            this.motionZ *= 0.699999988079071D;
        }
    }

}

 

 

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I don't really understand in words what needs to be done because I'm fairly new to modding and I understand how every thing works but I don't know all the correct terms for things (e.g, Flush, Bind). And I understand that you don't want to post code because you don't want me to copy and paste it which means I would learn nothing. And I completely understand that.

 

Thanks for trying to help I really appreciate it ;), maybe you could say it in an easier way but if you don't want to that's completely fine because I might not get it still. :P

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@dies, do you NEED to rebind the vanilla particle ? because afaik vanilla code should bind it itself if it needs it (well it's suppose to be a good practice to bind the texture you need before using it, yeah im weird like that )

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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interresting, i forgot that vanilla mc does this weird thing of placing too many different image in 1 file and use that 1 file to render a loooot of different things xD

how to debug 101:http://www.minecraftforge.net/wiki/Debug_101

-hydroflame, author of the forge revolution-

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