February 17, 201411 yr Excuse me? Learn some grammar, and then come back to us, because if you don't know proper English, you're gonna have trouble with syntax's. [shadow=gray,left][glow=red,2,300]KEEGAN[/glow][/shadow]
February 17, 201411 yr Excuse me? Learn some grammar, and then come back to us, because if you don't know proper English, you're gonna have trouble with syntax's. Maybe you shouldn't be yelling at him for not knowing English and should instead try to answer his question. Oh, and by the way, it's syntaxes. If you really want help, give that modder a thank you. Modders LOVE thank yous.
February 17, 201411 yr Author If you don't make a crafting recipe for your block it will only be visible in the creative menu. Or what are you trying to do? I put a block. if I'm creative mode (or put on a helmet for example), then I see him and I can break / change. If not, the block is not displayed and I can't see him / break / step
February 17, 201411 yr Author That's not that easy. You probably need a TileEntitySpecialRenderer. But how do I get a block simultaneously exist and not exist? And if two players stand next to it and one can see it, the second should not see it. It's like magic points in taumсraft
February 17, 201411 yr Author That's why you need a TESR. In there check if the player (there is only one because you are on the client when rendering) is in creative mode. If so, render the block, otherwise don't. And then just make the hitbox and everything player dependent, too. Something like this http://pastebin.com/hKyAgBwP ? And further check on the server when you try to break the block?
February 17, 201411 yr You've got the same access with a ISimpleBlockRenderingHandler as you do with a TileEntity, by the way: neither are passed a player reference at any point during rendering. (ISimpleBlockRenderingHandler renders normal blocks, normal blocks take up less CPU to keep in the world) And given that rendering stuff is client side, that would be an appropriate use for Minecraft.getMinecraft().thePlayer Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
February 17, 201411 yr Hmm. That is true. In which case: Hope you don't need a lot of them. Apparently I'm a complete and utter jerk and come to this forum just like to make fun of people, be confrontational, and make your personal life miserable. If you think this is the case, JUST REPORT ME. Otherwise you're just going to get reported when you reply to my posts and point it out, because odds are, I was trying to be nice. Exception: If you do not understand Java, I WILL NOT HELP YOU and your thread will get locked. DO NOT PM ME WITH PROBLEMS. No help will be given.
February 17, 201411 yr Author okay, it works fine, but there are ideas how to remove the mesh around the block?
February 17, 201411 yr Author I assume you mean the wireframe when looking at the block. For that override getSelectedBoundingBoxFromPool (might be named different now) and return null to disable the wireframe. thx
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