Posted February 28, 201312 yr So to my understanding, this is how you get a block to look animated right, such as: http://xycraft.wikispaces.com/Xychoridite+Bricks They look all wavey and liquid like. Ive seen multiple listings on how to accomplish this, but I am still unable to even get the code right. Here is the example code I have been following. private byte bg[] = new byte[1024]; public TextureSomethingFX() { super(myIconIndex); try { loadBG(ImageIO.read(this.getClass().getResource("textures/background.png"))); } catch (IOException e) { e.printStackTrace(); } } private void loadBG(BufferedImage bi) { for (int row=0;row<16;row++) for (int col=0;col<16;col++) { int pixel = bi.getRGB(col, row); bg [((col+(row*16))*4)+0] = (byte)((pixel>>16)&0xFF); //Red bg[((col+(row*16))*4)+1] = (byte)((pixel>>&0xFF); //Green bg [((col+(row*16))*4)+2] = (byte)((pixel)&0xFF); //Blue bg [((col+(row*16))*4)+3] = (byte)((pixel>>24)&0xFF); //Alpha } } Now, I know to replace the loadBG(ImageIO.read(this.getClass().getResource("textures/background.png"))); With the png I have, but do I put this code in my block code, or my core mod file? And also, this will have 16 diffrent cycles right? Appreciate it.
February 28, 201312 yr Author Well after reading more and more, It looks like instead of tryin the advanced way, making a byte array, Looks like i should use the .gif method: public void onTick() { Object imageData; switch (frame) { case 0: imageData = frame1; break; case 1: imageData = frame2; break; case 2: imageData = frame3; break; case 3: imageData = frame4; break; default: break; } } But, what does the frame 1-4 mean, I think I replace them with the texture slot I want right?
February 28, 201312 yr Author Wow was i tryin to hard! But im still struggling, almost!!!! almost! Here is my FX class: package karbide.FX; import java.io.IOException; import net.minecraft.client.renderer.RenderEngine; import net.minecraft.src.ModTextureAnimation; import org.lwjgl.opengl.GL11; import cpw.mods.fml.client.FMLClientHandler; import cpw.mods.fml.client.TextureFXManager; public class KbrickFX extends ModTextureAnimation { public KbrickFX(String texture, int index) throws IOException { super(index, 1, texture, TextureFXManager.instance().loadImageFromTexturePack(FMLClientHandler.instance().getClient().renderEngine, texture), 5); } @Override public void bindImage(RenderEngine renderengine) { //Binds texture with GL11 to use specific icon index. GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, renderengine.getTexture("/gfx/tools.png")); } } and here is the block that im tryin to animated: package karbide.blocks; import java.util.Random; import karbide.client.ClientProxy; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.world.World; public class Block_KBrick extends Block{ public Block_KBrick(int id, int texture, Material mat){ super(id, texture, mat); this.setCreativeTab(CreativeTabs.tabBlock); } public String getTextureFile(){ return "/gfx/block_block.png"; } @Override @SideOnly(Side.CLIENT) public int getRenderType() { return ClientProxy.RENDER_ID; } public boolean renderAsNormalBlock() { return false; } public boolean isOpaqueCube() { return false; } } I also noticed that I need TextureFXManager.instance().addAnimation(new KbrickFX("/gfx/tools.png", KarbideCore.ANIMATED_TEXTURE_INDEX+1)); } catch (IOException e) { e.printStackTrace(); } And public static int RENDER_ID = RenderingRegistry.getNextAvailableRenderId(); In my client proxy. I know im close becuase its no longer the original texture, its clear, see through, but thats a start. Im catching on, just need some help in what is causing it to not read the png file. Appreciate all the help.
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.