Posted November 17, 201212 yr 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) http://s10.postimg.org/yfmdlm3y1/SIGNATURE.png[/img]
November 17, 201212 yr 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!!
November 18, 201212 yr Author How? They have no name because i didn't call them in renderglobal http://s10.postimg.org/yfmdlm3y1/SIGNATURE.png[/img]
November 18, 201212 yr 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!!
November 18, 201212 yr Author 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. http://s10.postimg.org/yfmdlm3y1/SIGNATURE.png[/img]
November 18, 201212 yr 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!!
November 18, 201212 yr Author they spawn now thanx. but now i have a 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 colored flame particle) http://s10.postimg.org/yfmdlm3y1/SIGNATURE.png[/img]
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