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Posted

I'm wondering is it possible to make subBlocks with metadata also have multisided textures. I know how to do it separately, but not together. So is it possible, and if so how?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

couldn't you check for damage value and then set the texture according?

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Posted

couldn't you check for damage value and then set the texture according?

You mean something like using getBlockWithMetaData with some If statements, or with a switch? Never could figure out switches

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

yes and i think if statements is good enough.

Naturalis - The easy way for nature.!

Esquire - A helping hand for your adventure.

Jimanju - The Random Disasters!

Posted

With "multisided textures" i assume you mean rotatable blocks, like the vanilla furnace.

Yes, you can do this to a certain degree. Metadata is 4 bits (= values 0-15). Rotation takes 2 bits (for furnaces, they have 4 possible states). For rotation like pistons you would need more already (they have 6 states, so you'd need 3 bits for the rotation).

You can use the remaining bits for subBlocks, so in the case of "furnace rotation" you'd have 2 bits (=max. 4 subtypes) left. If you need more, you need a TileEntity or multiple blocks.

Well technically for now it's just a group of blocks that will spread to different block types. Like if it spreads to dirt it will change metadata and have a different texture than if it spread to sand/clay, etc.

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Ok I can't seem to get this to work with my current block code :(

 

package com.AutonMatrix.block;

import java.util.List;

import com.AutonMatrix.creativeTabs.AM_CreativeTabs;
import com.AutonMatrix.lib.Strings;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.client.renderer.texture.IIconRegister;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraft.item.ItemStack;
import net.minecraft.util.IIcon;

public class AM_BlockFrass1 extends Block{


@SideOnly(Side.CLIENT)
private IIcon[] texture;

public static String block1; //Blocktextures
public static String block2;
public static String block3;
public static String block4;



final static String[] subBlocks = new String[] {block1, block2, block3, block4};

public AM_BlockFrass1(String name1, String name2, String name3, String name4) {
	super(Material.rock);
	this.setHardness(3.5F);
	this.setResistance(5.0F);
	this.setCreativeTab(AM_CreativeTabs.tabBlock);
	block1 = name1;
	block2 = name2;
	block3 = name3;
	block4 = name4;
}

@SideOnly(Side.CLIENT)
@Override
public void registerBlockIcons(IIconRegister iconRegister){
	texture = new IIcon[subBlocks.length];

	for(int i = 0; i < subBlocks.length; i++){
		texture[0] = iconRegister.registerIcon(Strings.MODID + ":" + block1);
		texture[1] = iconRegister.registerIcon(Strings.MODID + ":" + block2);
		texture[2] = iconRegister.registerIcon(Strings.MODID + ":" + block3);
		texture[3] = iconRegister.registerIcon(Strings.MODID + ":" + block4);
	}
}

@SideOnly(Side.CLIENT)
public void getSubBlocks(Item block, CreativeTabs creativeTabs, List list){

	for(int i = 0; i < subBlocks.length; i++){
		list.add(new ItemStack(this, 1, i));
	}
}

@SideOnly(Side.CLIENT)
@Override
public IIcon getIcon(int side, int meta){
	if(meta > 5)
	   meta = 0;

	return this.texture[meta % this.texture.length];
}

public int damageDropped(int meta){
	return meta;
}

}

 

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Basically I want to make a set of block that looks similar to grass, but grows on other blocks, and shows the side as the grass growing on the side

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Ok, so no rotation at all.

Then you just do metadata as normal, but in the getIcon method also check the side in addition to the metadata.

Ok tried this and now all my sub blocks have the same texture :(

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Show your code.

ok:

 

public class AM_BlockFrass1 extends Block{


@SideOnly(Side.CLIENT)
private IIcon[] texture;

public static String block1; //Blocktextures
public static String block2;
public static String block3;
public static String block4;

public IIcon Side0; //Bottom
public IIcon Side1;//Top
public IIcon Side2;// NorthFace
public IIcon Side3;// SouthFace
public IIcon Side4;// WestFace
public IIcon Side5;// EastFace



final static String[] subBlocks = new String[] {block1, block2, block3, block4};

public AM_BlockFrass1(String name1, String name2, String name3, String name4) {
	super(Material.rock);
	this.setHardness(3.5F);
	this.setResistance(5.0F);
	this.setCreativeTab(AM_CreativeTabs.tabBlock);
	block1 = name1;
	block2 = name2;
	block3 = name3;
	block4 = name4;
}

@SideOnly(Side.CLIENT)
@Override
public void registerBlockIcons(IIconRegister iconRegister){
	texture = new IIcon[subBlocks.length];

	for(int i = 0; i < subBlocks.length; i++){
		/*texture[0] = iconRegister.registerIcon(Strings.MODID + ":" + block1);
		texture[1] = iconRegister.registerIcon(Strings.MODID + ":" + block2);
		texture[2] = iconRegister.registerIcon(Strings.MODID + ":" + block3);
		texture[3] = iconRegister.registerIcon(Strings.MODID + ":" + block4);*/
		if (i == 0){
			Side0 = iconRegister.registerIcon(Strings.MODID + ":hollow12"); //Bottom
			Side1 = iconRegister.registerIcon(Strings.MODID + ":frass1"); //Top
			Side2 = iconRegister.registerIcon(Strings.MODID + ":hollow12"); // NorthFace
			Side3 = iconRegister.registerIcon(Strings.MODID + ":hollow12"); // SouthFace
			Side4 = iconRegister.registerIcon(Strings.MODID + ":hollow12"); // WestFace
			Side5 = iconRegister.registerIcon(Strings.MODID + ":hollow12"); // EastFace
		}



	}
}

@SideOnly(Side.CLIENT)
public void getSubBlocks(Item block, CreativeTabs creativeTabs, List list){

	for(int i = 0; i < subBlocks.length; i++){
		list.add(new ItemStack(this, 1, i));
	}
}

@SideOnly(Side.CLIENT)
@Override
public IIcon getIcon(int side, int meta){
	{
		if(side == 0){
			return Side0;
		}else if(side ==1){
			return Side1;
		}else if(side ==2){
			return Side2;
		}else if(side ==3){
			return Side3;
		}else if(side ==4){
			return Side4;
		}else if(side ==5){
			return Side5;
		}
			return null;
	}
	}


public int damageDropped(int meta){
	return meta;
}

}

 

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Every round of your for loop in registerBlockIcons overwrites the values from the previous round.

This is basic programming knowledge.

Ok, that I know... But how do I get it to texture correctly. Like where do I put it if not in the for loop? Because even if I don't have it use the i variable but the subBlocks.length variable it still does the same thing. :(

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Got it more or less settled, but I do want to know how I'd be able to utilize a vanilla texture as a side of my block to allow for updates to the side if the texture is changed.

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Ok, now my new question is, how to I code a block to essentially place a block in it's place. Am I correct in assuming that destroyedbyPlayer replaced the onBlockRemoval method? if so, how would I get it to happen with explosions, or is that player like?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

ok, I will use breakBlock, but dumb question what are all the attributes for.  Also whenever I try to get the metadata of the block It does the same thing for each block when broken.:

 

	public void onBlockRemoval(World world, int i, int j, int k)
{
int bbb=world.getBlockMetadata(i,j,k);
if(bbb==0){
world.setBlockWithNotify(i, j, k, Block.blockClay.blockID);
}else if(bbb==2){
world.setBlockWithNotify(i, j, k, Block.sand.blockID);
}else if(bbb==3){
world.setBlockWithNotify(i, j, k, world.rand.nextInt(4)==0?2:3);
}
}

 

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Now that I'm using that breakBlock method it always seems to be taking the metadata of zero even for the other blocks of the subblocks *code posted in previous post. Also I'm trying to have these metadata blocks spread like grass, but for some reason the changes don't show until I close out of the world and reload it. How do I fix this?

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

When breakBlock is called the block has already been removed. You need to use the metadata parameter passed to the method (6th parameter).

Show your code for the spreading.

So for this:

public void breakBlock(World world, int i, int j, int k, Block block, int par6)
{
	int bbb = world.getBlockMetadata(i,j,k);
	if(bbb == 0){
		world.setBlock(i, j, k, Blocks.clay, 0, 1);
	}else if(bbb==2){
		world.setBlock(i, j, k, Blocks.dirt, 0, 1);
	}else if(bbb==3){
		world.setBlock(i, j, k, Blocks.sand, 0, 1);
	}
	else{
		world.setBlock(i,j,k, Blocks.stone, 0, 1);
	}
}

I should replace par6 with meta, or do I change the int in front of it to metadata for it to work correctly? Basically how do I "use the metadata parameter passed to the method to the 6th parameter" of the method above?...

And this is the current spread code that is currently borked, I've used various combos of flags:

public void updateTick(World world, int x, int y, int z, Random random)
    {
        if (!world.isRemote)
        {
        	
            if (world.getBlockLightValue(x, y + 1, z) >= 9)
            {
                for (int l = 0; l < 97; ++l)
                {
                    int i1 = x + random.nextInt(3) - 1;
                    int j1 = y + random.nextInt(5) - 3;
                    int k1 = z + random.nextInt(3) - 1;
                    Block block = world.getBlock(i1, j1 + 1, k1);

                    if (world.getBlock(i1, j1, k1) == Blocks.dirt && world.getBlockMetadata(i1, j1, k1) == 0 && world.getBlockLightValue(i1, j1 + 1, k1) >= 4 && world.getBlockLightOpacity(i1, j1 + 1, k1) <= 2)
                    {
                        world.setBlock(i1, j1, k1, AMBlock.amBlock7, 2, 1 & 2);
                    }
                }
            }
        }
    }

 

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

Posted

Ok, quick update. Got the breakBlock method working, thanks to a switch. But the spreading is still bugged. So any help with the block spread code would be very helpful. Said code is last code from last post.

Member of Aerotech Networks, a Multi-Gaming server.

Also Currently porting the "Rise of the Automatons" minecraft mod

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