Noodly_Doodly Posted October 18, 2014 Posted October 18, 2014 Lately I have been trying to make a block that I can walk through as though it was air. I have tried isOpaqueCube and renderAsNormalBlock but they don't work. Also, the block has a custom render type. How can I make the block non-solid? Quote
TheGreyGhost Posted October 18, 2014 Posted October 18, 2014 Hi Those methods you mentioned are for rendering only, not collision. Try this method from BlockTorch (you can't collide with a torch!) /** * Returns a bounding box from the pool of bounding boxes (this means this box can change after the pool has been * cleared to be reused) */ @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int wx, int wy, int wz) { return null; } -TGG Quote
Noodly_Doodly Posted October 18, 2014 Author Posted October 18, 2014 For some reason I still can't go through it, instead I bounce off a bit. Quote
larsgerrits Posted October 18, 2014 Posted October 18, 2014 Post your block class. Quote Don't PM me with questions. They will be ignored! Make a thread on the appropriate board for support. 1.12 -> 1.13 primer by williewillus. 1.7.10 and older versions of Minecraft are no longer supported due to it's age! Update to the latest version for support. http://www.howoldisminecraft1710.today/
Noodly_Doodly Posted October 18, 2014 Author Posted October 18, 2014 package com.noodles.MPMod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.server.MinecraftServer; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockBase extends Block { private static final String __OBFID = "CL_00000317"; public static int render; public static int rid = 2; public static boolean opaque; public BlockBase(int render, boolean opaque) { super(Material.wood); this.render = render; this.opaque = opaque; } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return Item.getItemFromBlock(this); } public void setRender() { rid = render; } public int getRenderType() { return rid; } public boolean isOpaqueCube() { return opaque; } } Quote
Noodly_Doodly Posted October 18, 2014 Author Posted October 18, 2014 1. This is a slightly older class that I accidentally uploaded 2. This is a slightly older class that I accidentally uploaded 3. This is a slightly older class that I accidentally uploaded 4. It is supposed to set the render type (which is does perfectly) 5. This is a slightly older class that I accidentally uploaded Quote
Noodly_Doodly Posted October 18, 2014 Author Posted October 18, 2014 BTW, even with the newer class: ================== package com.noodles.MPMod; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.server.MinecraftServer; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockBase extends Block { public int render; public int rid = 2; public boolean opaque; public BlockBase(int render, boolean opaque) { super(Material.wood); this.render = render; this.opaque = opaque; } public Item getItemDropped(int p_149650_1_, Random p_149650_2_, int p_149650_3_) { return Item.getItemFromBlock(this); } public void setRender() { rid = render; } @Override public int getRenderType() { return rid; } @Override public boolean isOpaqueCube() { return opaque; } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int wx, int wy, int wz) { return null; } } ==================== It is still not letting me pass through the block and instead making me bounce off! Quote
Noodly_Doodly Posted October 18, 2014 Author Posted October 18, 2014 Does it really matter about setRender anyway? I'm trying to figure out how to make it so that I can walk through it! Quote
jabelar Posted October 18, 2014 Posted October 18, 2014 It is still not letting me pass through the block and instead making me bounce off! What do you mean by "bounce off"? You mean it is blocking you like other normal blocks do? Or is it behaving differently? Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
Noodly_Doodly Posted October 18, 2014 Author Posted October 18, 2014 What I mean is that it still won't let me pass through it, and I also move back a little bit. Quote
Noodly_Doodly Posted October 18, 2014 Author Posted October 18, 2014 Yes, it matters, because this shows that you have no idea wtf you are doing. If you really have that getCollisionBoundingBoxFromPool in your class you will be able to walk though it. If that's not the case, you are doing something wrong. The setRender method has absolutely nothing to do with my question!!! My question SPECIFICALLY SAID: How to make a block that you can walk through!!! Quote
Eternaldoom Posted October 19, 2014 Posted October 19, 2014 Is opaque true or false? Quote Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
Noodly_Doodly Posted October 20, 2014 Author Posted October 20, 2014 Is opaque true or false? Yes, opaque is true. No reason to freak out. If you don't like constructive criticism about your code, don't post here. How exactly was that constructive criticism? Sounded to me more like being completely off-topic. 1 Quote
bigbaddevil6 Posted October 21, 2014 Posted October 21, 2014 The setRender method has absolutely nothing to do with my question!!! My question SPECIFICALLY SAID: How to make a block that you can walk through!!! When he is saying that, it does not matter if It pertains to the question at hand or not. He is basically just saying that its not needed, or that for good practice it should be done another way. One major thing about programming is to be efficient, organized, and being very anal about what is going on in the code. I'm not saying I'm a perfect at it or anything, but I would love for people to point stuff out like that. It helps in the long run, looks better, and may even run better. It's not like hes targeting you or anything, some things may be harsh and pretty straight forward, but it's part of how this kind of stuff goes. I been yelled at him multiple times when I was starting. I just took his advice and kept on. Quote
Sbeagin Posted January 7, 2015 Posted January 7, 2015 Just in case you were still trying to get this to work... Add this to your code: @Override public boolean renderAsNormalBlock() { return ConfigurationHelper.markerBlockCollide; } Quote
shieldbug1 Posted January 7, 2015 Posted January 7, 2015 Just in case you were still trying to get this to work... Add this to your code: @Override public boolean renderAsNormalBlock() { return ConfigurationHelper.markerBlockCollide; } ... What. -facepalms- Quote BEFORE ASKING FOR HELP READ THE EAQ! I'll help if I can. Apologies if I do something obviously stupid. If you don't know basic Java yet, go and follow these tutorials.
brandon3055 Posted January 7, 2015 Posted January 7, 2015 Just in case you were still trying to get this to work... Add this to your code: @Override public boolean renderAsNormalBlock() { return ConfigurationHelper.markerBlockCollide; } Given that that is the first post on your account im just going to assume that you are trolling. If not go learn how minecraft works. As for the topic of this post overriding getCollisionBoundingBoxFromPool and returning null should work i have done it in the past and it worked perfectly. Just to make sure i wrote the following to test it. import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.World; /** * Created by Brandon on 7/01/2015. */ public class TestBlock extends Block { protected TestBlock() { super(Material.wood); this.setBlockName("testblock"); this.setCreativeTab(CreativeTabs.tabBlock); } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World p_149668_1_, int p_149668_2_, int p_149668_3_, int p_149668_4_) { return null; } } That worked just fine for me so if it dosnt work for you there is something else going on. But given how old this thread is im guessing no one cares anymore because this has long since been solved or abandoned. Edit: So i figured out that the problem is when you stack two of them and try to walk through them. To fix it override renderAsNormalBlock and return false. So maby Sbeagin's post wasnt as trolly as i thought but still not a great explanation. Quote I am the author of Draconic Evolution
jabelar Posted January 7, 2015 Posted January 7, 2015 Like you said, this is kinda an old topic. But because you brought it up again, I'm interested in this. Why wouldn't the collision bounding box override be sufficient even with stacked blocks? I assumed that when Minecraft is looking for collisions it would invoke the message for all blocks that might possibly collide. So what is explanation for why render as normal block would affect this? Are blocks that are at different height checked differently for collisions? Quote Check out my tutorials here: http://jabelarminecraft.blogspot.com/
Nephroid Posted January 7, 2015 Posted January 7, 2015 I believe if the material of a block is solid, even if it doesn't have a collision box, a player will suffocate in it (when it's stacked 2 blocks high). I ran into something where I could walk through the blocks, but they would push me out when I tried to stay in them. Quote GitHub|Recipe API Proposal
brandon3055 Posted January 8, 2015 Posted January 8, 2015 Did a little digging and solved the mystery. This is the code in EntityLivingBase that applies suffocation damage if (this.isEntityAlive() && this.isEntityInsideOpaqueBlock()) { this.attackEntityFrom(DamageSource.inWall, 1.0F); } And the code that checks if the entity is inside an opaque block inside Entity public boolean isEntityInsideOpaqueBlock() { for (int i = 0; i < 8; ++i) { float f = ((float)((i >> 0) % 2) - 0.5F) * this.width * 0.8F; float f1 = ((float)((i >> 1) % 2) - 0.5F) * 0.1F; float f2 = ((float)((i >> 2) % 2) - 0.5F) * this.width * 0.8F; int j = MathHelper.floor_double(this.posX + (double)f); int k = MathHelper.floor_double(this.posY + (double)this.getEyeHeight() + (double)f1); int l = MathHelper.floor_double(this.posZ + (double)f2); if (this.worldObj.getBlock(j, k, l).isNormalCube()) { return true; } } return false; } And finally isNormalCube inside Block public boolean isNormalCube() { return this.blockMaterial.isOpaque() && this.renderAsNormalBlock() && !this.canProvidePower(); } And that is how renderAsNormalBlock affects suffocation damage. Quote I am the author of Draconic Evolution
Sbeagin Posted May 6, 2015 Posted May 6, 2015 Just in case you were still trying to get this to work... Add this to your code: @Override public boolean renderAsNormalBlock() { return ConfigurationHelper.markerBlockCollide; } Given that that is the first post on your account im just going to assume that you are trolling. If not go learn how minecraft works. As for the topic of this post overriding getCollisionBoundingBoxFromPool and returning null should work i have done it in the past and it worked perfectly. Just to make sure i wrote the following to test it. import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.World; /** * Created by Brandon on 7/01/2015. */ public class TestBlock extends Block { protected TestBlock() { super(Material.wood); this.setBlockName("testblock"); this.setCreativeTab(CreativeTabs.tabBlock); } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World p_149668_1_, int p_149668_2_, int p_149668_3_, int p_149668_4_) { return null; } } That worked just fine for me so if it dosnt work for you there is something else going on. But given how old this thread is im guessing no one cares anymore because this has long since been solved or abandoned. Edit: So i figured out that the problem is when you stack two of them and try to walk through them. To fix it override renderAsNormalBlock and return false. So maby Sbeagin's post wasnt as trolly as i thought but still not a great explanation. I am so sorry I didn't copy/paste the right thing lol I meant to put this: @Override public boolean renderAsNormalBlock() { return false; } @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World world, int wx, int wy, int wz) { return null; } I don't know how I screwed that up... Quote
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