Posted January 17, 201510 yr First of all, my gui uses more then 256*256 texture, so i needed to rewrite drawTexturedModalRect(). It's done, but now i'm having a lot of problems: None of methods are not working properly to draw texture above old place (ex: burning progress in furnace, etc), because 1) i don't unedrstand properly what does x, y, u, v, width, height means and i can't figure it out. 2) i have too big texture Also i found that if change screen size of mc, position and square changes...? I'm not sure if it must happen. Modified drawTexturedModalRect: public void drawTexturedModalRect(int x, int y, int u, int v, int width, int height, int textureWidth, int textureHeight) { float f = 1F / (float)textureWidth; float f1 = 1F / (float)textureHeight; Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV((double)(x), (double)(y + height), 0, (double)((float)(u) * f), (double)((float)(v + height) * f1)); tessellator.addVertexWithUV((double)(x + width), (double)(y + height), 0, (double)((float)(u + width) * f), (double)((float)(v + height) * f1)); tessellator.addVertexWithUV((double)(x + width), (double)(y), 0, (double)((float)(u + width) * f), (double)((float)(v) * f1)); tessellator.addVertexWithUV((double)(x), (double)(y), 0, (double)((float)(u) * f), (double)((float)(v) * f1)); tessellator.draw(); } and it calling code in drawGuiContainerBackgroundLayer drawTexturedModalRect(guiLeft + 154, guiTop + 83, 13, 13, guiLeft + 248, guiTop + 0, 288, 288); My texture: Help me please! Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
January 17, 201510 yr Author You might want to rework that texture to fit into 256x256, like this: You will need to draw it in 2 parts, but power-of-two textures (256 = 28) are more efficient in graphics cards (and older cards only support those kinds of textures). Thanks! I know that i can fit in 256*256, but gui it self draws fine, like expected (drawTexturedModalRect(guiLeft, guiTop, 0, 0, 247, 248, 288, 288); ) EDIT: i think i figured it out: drawTexturedModalRect(x, y, u, v, width, height); x and y being coordinates of top left corner of place to place image. Must always begin with guiLeft + and guiTop + u and v being place of top left corner of image to take. MUST NEVER USE guiLeft and guiTop width and height being size of image to draw... Pretty simple. FAIL. Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
January 17, 201510 yr Author Ok. Now i have another problem: TileEntity isn't get properly for GUIand with wrong data: GUI: public GUIToolsCompressor(InventoryPlayer inventory, TileEntityToolsCompressor tileentity) { super(new ContainerToolsCompressor(inventory, tileentity)); toolsCompressor = tileentity; System.out.println(toolsCompressor + " " + toolsCompressor.isWorking()); this.xSize = 247; this.ySize = 248; } onBlockActivated: public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int side, float hitX, float hitY, float hitZ){ if(world.isRemote){ return true; } else if(!player.isSneaking()) { TileEntityToolsCompressor te = (TileEntityToolsCompressor) world.getTileEntity(x, y, z); System.out.println(te + " " + te.isWorking()); if(te != null){ FMLNetworkHandler.openGui(player, MainToolsCompressor.instance, MainToolsCompressor.guiIdToolsCompressor, world, x, y, z); } return true; } else { return false; } } Console: [16:20:05] [server thread/INFO] [sTDOUT]: [code.elix_x.mods.toolscompressor.blocks.ToolsCompressor:onBlockActivated:61]: code.elix_x.mods.toolscompressor.blocks.TileEntityToolsCompressor@43c0a9cb true [16:20:05] [Client thread/INFO] [sTDOUT]: [code.elix_x.mods.toolscompressor.gui.GUIToolsCompressor:<init>:24]: code.elix_x.mods.toolscompressor.blocks.TileEntityToolsCompressor@75f2a654 false Why tile entity's data is different in gui??? Check out my mods: BTAM Armor sets Avoid Exploding Creepers Tools compressor Anti Id Conflict Key bindings overhaul Colourfull blocks Invisi Zones
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