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Posted

I have add some new particles classes to the game but how do register them without calling them in RenderGlobal.

because i don't want to edit main classes.

 

 

--edit--

new question:

 

How do you add a texture to a new particle effect

 

- i have a particle class

- he spawns in the world

 

now my particle is a big white box so how do i add a texture

 

( i want to make a white flame particle)

Posted

Why do you have to register them? Just spawn them directly.

There's an EAQ for a reason. Read it!

"Note that failure to read this will make you look idiotic. You don't want that do you?" -- luacs1998

 

First rule of bug reports: More information is always better.

Oh, and logs OR IT DIDN'T HAPPEN!!

Posted
World.spawnEntity();

There's an EAQ for a reason. Read it!

"Note that failure to read this will make you look idiotic. You don't want that do you?" -- luacs1998

 

First rule of bug reports: More information is always better.

Oh, and logs OR IT DIDN'T HAPPEN!!

Posted

peas can anybody help me?

 

here is the class for the costom particle:

 

 


package Campfire;

import net.minecraft.src.EntityFX;
import net.minecraft.src.Tessellator;
import net.minecraft.src.World;
import cpw.mods.fml.common.Side;
import cpw.mods.fml.common.asm.SideOnly;

@SideOnly(Side.CLIENT)
public class EntityGreenFireParticleFX extends EntityFX
{

    private float greenfireScale;

    public EntityGreenFireParticleFX(World par1World, double par2, double par4, double par6, double par8, double par10, double par12)
    {
        super(par1World, par2, par4, par6, par8, par10, par12);
        this.motionX = this.motionX * 0.009999999776482582D + par8;
        this.motionY = this.motionY * 0.009999999776482582D + par10;
        this.motionZ = this.motionZ * 0.009999999776482582D + par12;
        double var10000 = par2 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
        var10000 = par4 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
        var10000 = par6 + (double)((this.rand.nextFloat() - this.rand.nextFloat()) * 0.05F);
        this.greenfireScale = this.particleScale;
        this.particleMaxAge = (int)(8.0D / (Math.random() * 0.8D + 0.2D)) + 4;
        this.noClip = true;
        this.setParticleTextureIndex(48);
    }
    {
    particleRed = (float) 0.0;
    particleGreen = (float) 0.7;
    particleBlue = (float) 0.7;
    }
    
    public float getRedColorF()
    {
        return this.particleRed;
    }

    public float getGreenColorF()
    {
        return this.particleGreen;
    }

    public float getBlueColorF()
    {
        return this.particleBlue;
    }

    public void renderParticle(Tessellator par1Tessellator, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        float var8 = ((float)this.particleAge + par2) / (float)this.particleMaxAge;
        this.particleScale = this.greenfireScale * (1.0F - var8 * var8 * 0.5F);
        super.renderParticle(par1Tessellator, par2, par3, par4, par5, par6, par7);
    }

    public int getBrightnessForRender(float par1)
    {
        float var2 = ((float)this.particleAge + par1) / (float)this.particleMaxAge;

        if (var2 < 0.0F)
        {
            var2 = 0.0F;
        }

        if (var2 > 1.0F)
        {
            var2 = 1.0F;
        }

        int var3 = super.getBrightnessForRender(par1);
        int var4 = var3 & 255;
        int var5 = var3 >> 16 & 255;
        var4 += (int)(var2 * 15.0F * 16.0F);

        if (var4 > 240)
        {
            var4 = 240;
        }

        return var4 | var5 << 16;
    }

   
    public float getBrightness(float par1)
    {
        float var2 = ((float)this.particleAge + par1) / (float)this.particleMaxAge;

        if (var2 < 0.0F)
        {
            var2 = 0.0F;
        }

        if (var2 > 1.0F)
        {
            var2 = 1.0F;
        }

        float var3 = super.getBrightness(par1);
        return var3 * var2 + (1.0F - var2);
    }

   
    public void onUpdate()
    {
        this.prevPosX = this.posX;
        this.prevPosY = this.posY;
        this.prevPosZ = this.posZ;

        if (this.particleAge++ >= this.particleMaxAge)
        {
            this.setDead();
        }

        this.moveEntity(this.motionX, this.motionY, this.motionZ);
        this.motionX *= 0.9599999785423279D;
        this.motionY *= 0.9599999785423279D;
        this.motionZ *= 0.9599999785423279D;

        if (this.onGround)
        {
            this.motionX *= 0.699999988079071D;
            this.motionZ *= 0.699999988079071D;
        }
    }
}



 

 

 

if i add it in global renderer it works but i don't want to do that, because i don't want to edit the main classes.

so how can i add it to a block without doing that.

 

World.spawnEntity();

 

didn't see you post but what do you mean.

Posted
world.spawnEntity(new EntityGreenFireParticleFX(world, x, y, z, velX, velY, velZ));

There's an EAQ for a reason. Read it!

"Note that failure to read this will make you look idiotic. You don't want that do you?" -- luacs1998

 

First rule of bug reports: More information is always better.

Oh, and logs OR IT DIDN'T HAPPEN!!

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