DARKHAWX Posted February 5, 2013 Posted February 5, 2013 Hello guys, I've been trying to add some wool stairs to the game (I know it's probably been done before) and I was trying to work out how to have one block (Whit Wool Stairs) and then have each different coloured block as a metadata afterwards (is that the right terminology?). But was having a problem and I don't exactly know what is causing it. I basically copied the wool code and then changed some names and such. When I place them I get this: (Click Spoiler) What it looks like in my inventory: The four different positions when placed: The four different positions when placed upside-down: What I think is happening is that the metadata for which position the stair is placed in and the metadata for the colour of the wool is getting mixed up. Here is the code for my block: package mod.ElementalWorld; import java.util.ArrayList; import java.util.List; import java.util.Random; import cpw.mods.fml.common.Side; import cpw.mods.fml.common.asm.SideOnly; import net.minecraft.src.Block; import net.minecraft.src.BlockCloth; import net.minecraft.src.BlockStairs; import net.minecraft.src.CreativeTabs; import net.minecraft.src.IBlockAccess; import net.minecraft.src.ItemStack; import net.minecraft.src.World; public class BlockWoolStairs extends BlockStairs { /** The block that is used as model for the stair. */ private Block modelBlock; public BlockWoolStairs(int par1,Block modelBlockx, int par2) { super(par1, modelBlockx, par2); blockIndexInTexture = par2; this.modelBlock = modelBlockx; this.setLightOpacity(0); this.setCreativeTab(ElementalWorld.elementalWorldDecorationsTab); } @Override //this deals with the block texture. public int getBlockTextureFromSideAndMetadata(int par1, int par2) { if (par2 == 0) { return this.blockIndexInTexture; } else { par2 = ~(par2 & 15); return 113 + ((par2 & >> 3) + (par2 & 7) * 16; } } public void getSubBlocks(int par1, CreativeTabs par2CreativeTabs, List par3List) { for (int var4 = 0; var4 < 16; ++var4) { par3List.add(new ItemStack(par1, 1, var4)); } } //gets texture file public String getTextureFile() { return "/terrain.png"; } @SideOnly(Side.CLIENT) //Client side only public int getBlockTextureFromSide(int i){ //Tells it which texture from the sprite sheet return 64 ; } } Hopefully one of you can tell me what is wrong and how to change it. Would I just need to rename some of the variables or something??? Do I really have to make each block seperately??? Is there a way to make each block in my inventory change per-colour??? Any help would be appreciated Quote No signature for you!
gcewing Posted February 5, 2013 Posted February 5, 2013 Your guess is correct. You only get 4 bits of metadata per block. Wool uses these 4 bits to encode the 16 different colours, and stairs use them to encode the orientation. You can't use them for both at the same time. You have a couple of options: * Use a different block ID for each orientation, leaving the metadata free for the colour. This is probably the simplest solution. * Attach a TileEntity subclass to your block, and store the colour and/or the orientation there. This is more complicated to set up, but it lets you store an unlimited amount of extra information. Quote
DARKHAWX Posted February 5, 2013 Author Posted February 5, 2013 Thank you very much I guess I'll go for the easy route as I know how to do that (not so good with the TileEntity stuff). Quote No signature for you!
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