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Arekkuusu

Forge Modder
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Everything posted by Arekkuusu

  1. No, that doesnt work. I used this for the model: I actually did some research and found this: Git repo However the items are transparent/dont render (it can be fixed no big deal), the overlay shines wonderfully. Now I just have to figure out how to make each backed model for each state of my block, and make the items render... heh
  2. Hello, I wanted to create a block that has a bright texture layer over a normal texture (the overlay is decided by a blockstate, there are 16 different glyphs), but the current model system does not allow me to ignore lightning, only to turn off shadows, and a TESR seems like a bad idea since it might be used it in big quantities... I was told an IBakedModel could allow me to turn off lightning for each side, but I do not know how to use it... are there any examples I could use? Or maybe modify the current baked model used to create that block? This is what it looks like: However, it does not "shine" when the lights are gone... Do note that it is not a true overlay, just 2 block models... { "parent": "block/block", "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "down" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "up" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#all", "cullface": "east" } } }, { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "down" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "up" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "north" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "south" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "west" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#overlay", "cullface": "east" } } } ] } Thank you all Edit: Well, my main concern was being able to render a block with a shiny overlay, so the topic is solved
  3. Hello, I have my doubts, I want to make an animation of a Magic Circle after or while a player uses an item. The player uses the item and a Spell Circle appears on the ground, see pic: The Magic Circle spins slowly and gets smaller and smaller until it dissapears. I dont know if I should use a custom item renderer... (How would I stop it from spining?), or animate an entity and make it follow the players position, but what kind of entity, How?. Wich is better? Do you know a smoother way of doing it? Thanks
  4. Oh sorry, just named it ClientProxy.... it is a Client thing tho You didn't answer any of my questions or post any requested code... -.- ... Version is 1.7.10 Its the same for both? Vec3 look = entityplayer.getLookVec(); Vec3 position = Vec3.createVectorHelper(entityplayer.posX, entityplayer.posY, entityplayer.posZ); EntityEllyScythe EllyScytheProyectile = new EntityEllyScythe(world, look, position); if (!world.isRemote){ world.spawnEntityInWorld(EllyScytheProyectile); } So super.onUpdate(); goes in the constructor...? why should I call it?
  5. Oh sorry, just named it ClientProxy.... it is a Client thing tho
  6. Hello, Im trying to make an Entity that extends EntityThrowable or something. I made a bounceBack() method that reverts the Entity Velocity. The error is that Entity only renders when you extend EntitySnowball (And it does not use the Model), if you extend EntitySnowball the getGravityVelocity() method does not work and the model is a generic snowball... This is the Entity V1: This is the Entity V2: The Item: @Override public void onPlayerStoppedUsing(ItemStack itemstack, World world, EntityPlayer entityplayer, int i){ world.playSoundAtEntity(entityplayer, "random.bow", 0.6F, 1.0F / (2F * 0.4F + 1.0F)); Vec3 look = entityplayer.getLookVec(); Vec3 position = Vec3.createVectorHelper(entityplayer.posX, entityplayer.posY, entityplayer.posZ); EntityEllyScythe EllyScytheProyectile = new EntityEllyScythe(world, look, position); if (!world.isRemote){ world.spawnEntityInWorld(EllyScytheProyectile); } } And the render: The ClientProxy*: RenderingRegistry.registerEntityRenderingHandler(EntityEllyScythe.class, new RenderEllyScytheProyectile()); More specificly: - The render is invisible in V2 / it uses a snowball when using V1 - The onImpact does not damage mobs - The onUpdate worldObj.spawnParticle("magicCrit"... does not leave a trail of particles... - The getGravityVelocity() set to 0F in V1 makes it fall / in V2 I cannot know because I cant see it...
  7. Doesnt work, it tries to load the texture from minecraft:textures/models/armor/KokorosMasks_layer_1.png.... I fixed it, it turns out the Item class has its own getArmorTexture: /** * Called by RenderBiped and RenderPlayer to determine the armor texture that * should be use for the currently equiped item. * This will only be called on instances of ItemArmor. * * Returning null from this function will use the default value. * * @param stack ItemStack for the equpt armor * @param entity The entity wearing the armor * @param slot The slot the armor is in * @param type The subtype, can be null or "overlay" * @return Path of texture to bind, or null to use default */ public String getArmorTexture(ItemStack stack, Entity entity, int slot, String type) { return null; } I just had to make it return my texture location and it got fixed
  8. Hello all, I made an Armor that renders as a Model, its all aiite, except that its too big (Cant GL11 scale it??)... and the texture cant be found because it keeps trying to load a "vanilla texture": :'( As you can see, I dont have a texture inside THAT folder Here is the first code for it (the payer is missing the body texture): Second try(Now the whole player is missing the texture...): Thanks for reading I guess *gives sweet potato*
  9. Alright lol, I fixed it thank you all. This is the result, but now the block is more annoying than a talking orange: import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.tileentity.TileEntity; public class TileEntityHolyStone extends TileEntity{ public boolean anyPlayerInRange(){ boolean isRain = worldObj.isRaining(); if(isRain){ EntityPlayer player = this.worldObj.getClosestPlayer(this.xCoord, this.yCoord, this.zCoord, 10); if(player!=null){ player.addPotionEffect(new PotionEffect(Potion.moveSpeed.id, 42, 0)); } else { System.out.println("Om Om Nom, No players close"); } return true; } else { return false; } } public void updateEntity() { if (this.anyPlayerInRange()) { if (this.worldObj.isRemote) { double yus1 = (double)((float)this.xCoord + this.worldObj.rand.nextFloat()); double yus3 = (double)((float)this.yCoord + this.worldObj.rand.nextFloat()); double yus5 = (double)((float)this.zCoord + this.worldObj.rand.nextFloat()); this.worldObj.spawnParticle("smoke", yus1, yus3, yus5, 0.0D, 0.0D, 0.0D); this.worldObj.spawnParticle("flame", yus1, yus3, yus5, 0.0D, 0.0D, 0.0D); } } } }
  10. Alright lol, I fixed it thank you all. This is the result, but now the block is more annoying than a talking orange: import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.tileentity.TileEntity; public class TileEntityHolyStone extends TileEntity{ public boolean anyPlayerInRange(){ boolean isRain = worldObj.isRaining(); if(isRain){ EntityPlayer player = this.worldObj.getClosestPlayer(this.xCoord, this.yCoord, this.zCoord, 10); if(player!=null){ player.addPotionEffect(new PotionEffect(Potion.moveSpeed.id, 42, 0)); } else { System.out.println("Om Om Nom, No players close"); } return true; } else { return false; } } public void updateEntity() { if (this.anyPlayerInRange()) { if (this.worldObj.isRemote) { double yus1 = (double)((float)this.xCoord + this.worldObj.rand.nextFloat()); double yus3 = (double)((float)this.yCoord + this.worldObj.rand.nextFloat()); double yus5 = (double)((float)this.zCoord + this.worldObj.rand.nextFloat()); this.worldObj.spawnParticle("smoke", yus1, yus3, yus5, 0.0D, 0.0D, 0.0D); this.worldObj.spawnParticle("flame", yus1, yus3, yus5, 0.0D, 0.0D, 0.0D); } } } }
  11. Hello all! I made a Tile Entity that gets the player in a 10 block radius, then gives the player a potion effect, but then this happens: Im using this code: import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.tileentity.TileEntity; public class TileEntityHolyStone extends TileEntity{ @Override public void updateEntity(){ boolean isRain = worldObj.isRaining(); if(isRain && worldObj.isRemote){ EntityPlayer player = this.worldObj.getClosestPlayer(this.xCoord, this.yCoord, this.zCoord, 10); player.addPotionEffect(new PotionEffect(Potion.moveSpeed.id, 42, 0)); } } } Thanks! X3
  12. Hello all! I made a Tile Entity that gets the player in a 10 block radius, then gives the player a potion effect, but then this happens: Im using this code: import net.minecraft.entity.player.EntityPlayer; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.tileentity.TileEntity; public class TileEntityHolyStone extends TileEntity{ @Override public void updateEntity(){ boolean isRain = worldObj.isRaining(); if(isRain && worldObj.isRemote){ EntityPlayer player = this.worldObj.getClosestPlayer(this.xCoord, this.yCoord, this.zCoord, 10); player.addPotionEffect(new PotionEffect(Potion.moveSpeed.id, 42, 0)); } } } Thanks! X3
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