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  • Author

See my problem with this is that when a pipe connects at a angle then the block bounds gets all wonky

  • Author

We can't help you if we can neither see your code nor get a better error description than "it get's all wonky".

 

I dont really want to add the code in until I get a fix but when the pipes connect at a 90 degree angle the block bounds extends outwards to try to keep it a block but I want to know how to get the block bounds to hug the pipe no matter what

We can't help you if we can neither see your code nor get a better error description than "it get's all wonky".

 

Also, look at the stairs code to see how collision boxes for those work. You can manipulate the frame rendering of the overlay with the RenderBlockOverlayEvent. Simply cancel the event and render your own overlay.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Minecraft only allows bound boxes as 6 sided cubes and not complicated shapes, even stairs have a protruding bound box, its only the ray tracing that works on the actual rendered object.

 

Try Raytracing

http://gamedev.stackexchange.com/questions/59858/how-to-find-the-entity-im-looking-at

 

But the collision box will have to be custom rendered, for it to be a tight fit with the actual object.

I require Java, both the coffee and the code :)

Minecraft only allows bound boxes as 6 sided cubes and not complicated shapes, even stairs have a protruding bound box, its only the ray tracing that works on the actual rendered object.

 

Try Raytracing

http://gamedev.stackexchange.com/questions/59858/how-to-find-the-entity-im-looking-at

 

But the collision box will have to be custom rendered, for it to be a tight fit with the actual object.

 

Only the overlay of the stairs have 1 AABB. Their actual collision model has multiple ones.

You don't need raytracing for blocks...

Just use the stairs code for the collision box (which has multiple AABBs) and for the overlay use the RenderBlockOverlayEvent.

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

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