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robustus

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Everything posted by robustus

  1. It's not exactly the easiest thing to do, depends on how far into modding you've gone, but the vanilla grass block has hard coded checks to make sure that the default named textures are the ones being used, so if you try to create a new grass block and try to specify your own textures, it won't render the same way as the grass block. You need to make your new grass be rendered by custom rendering class. So basically I went into the RenderBlocks class, copied all the code relevant to rendering the grass block, put them into my own custom rendering class and removed the vanilla checks that look for the default textures. It depends how far along and how much you know, when I first wanted to do this I was too much of a newb but after modding for awhile I figured it out. If you need help let me know.
  2. the 1.7 Minecraft Coder Pack (MCP) is not ready yet it has been a lot of changes to update to that. Forge will update accordingly when that is done, so sit tight, could be any time in the next 2 weeks or so.
  3. Can't hurt to play around with 1.6.4 and start to get the hang of it. While there will probably be huge changes, just getting the hang of modding and learning java is worth it.
  4. Well they are changing biome generation to be smarter so the code that draws the biomes out will surely be a bit different. They are also getting rid of blockID's so it will be interesting to see how that effects terrain generation. You usually were only able to use blocks less than 256 ID's for terrain generation, I assume that might change, for the better anyway.
  5. Anyone know how much of an overhaul this new update is going to cause us modders? Seems like they have revamped a lot of stuff and look to release Friday if all goes well. Anyone have any insights onto how much of a pain this is going to be to upgrade to? I'm personally wondering what they have done to the terrain gen and such if its going to be a complete overhaul of the old system.
  6. try adding this /** Do blocks fall instantly to where they stop or do they fall over time */ public static boolean fallInstantly = false;
  7. This is because the grass block is a specially rendered block because of the overlay textures. If you look in the RenderBlocks minecraft class you can see how its done. They however do a check to make sure its a vanilla grass block before they render the side texture properly. You can copy most of the code they use to do the grass block and do your own custom render. It depends how far down the modding rabbit hole you want to go really.
  8. Also there are biomes that are hard coded into the worldgen in the GenLayer files.
  9. It's not that hard to overwrite a vanilla block, here is how it is done... I needed to overwrite the regular water blocks to get my own custom texture in there for various reasons so you set in your mod file the block that needs to be overwritten and remove it from the blocklist. The waterstill block is #9 so I did this Block.blocksList[9] = null; Then I made a new class that extended the block class of the vanilla block, and overwrote the texture classes in that file and re-added the water block like this Block waterStill = (new BlockStationaryFiesta(9, Material.water)).setHardness(100.0F).setLightOpacity(3).setUnlocalizedName("water").func_111022_d("water_still");
  10. So after months of tinkering around and learning java and forge I am finally ready to reveal what I've been working on. Here is a video . Just want to thank people for helping with questions on this board and also the Forge team who have done an amazing job and just have enabled so much creation and tons of content to the Minecraft community.
  11. 2013-08-28 22:07:16 [iNFO] [sTDERR] java.lang.IllegalArgumentException: n must be positive 2013-08-28 22:07:16 [iNFO] [sTDERR] at java.util.Random.nextInt(Random.java:300) Looks like you're trying to get a random number based on a negative integer on line 57 in Events Manager 2013-08-28 22:07:16 [iNFO] [sTDERR] at tutorial.EventManager.addOreSpawn(EventManager.java:57)
  12. if (par2 < 7) { if (par2 == 6) { par2 = 5; } Do you see what is wrong with this code here? par2 is the metadata which means everytime the crop gets to the stage that represents metadata 6, you've set it so anytime the crop gets to that stage is is automatically set to metadata 5 the previous crop state.
  13. No you can dig deep and dirty into the world gen. make a class WorldTypeCustom or what have you and extend the original class WorldType YOURCUSTOMNAME = new WorldTypeCustom(4, "Custom"); place that code in your main mod file integer is the world type number, default is zero i believe and large biomes is 1, you can even override those using this. I've been able to modify just about everything relating to world gen without using any reflection methods if you need help understanding any of it let me know.
  14. I could be way off here and just a shot in the dark, but you may need to add an alpha mask to the image. Saving regular transparency ive noticed like with liquid blocks they wont render partially transparent without an alpha mask.
  15. Let me know if you figure any of it out. I've messed with the Ravines and figured out pretty much the obvious stuff, but there are so many variables that really just require a lot of time sitting and tweaking with them to see what they do.
  16. Yes, you either can use a custom ChunkProviderGenerate and modify the replaceBlocksForBiome class or you can use a Forge event hook for it, to insert your custom code
  17. Out of curiousity what exactly are the k and l variables that you are adding to the chunk coordinates?
  18. Try this code instead for (int g1 = 0; g1 < 40; g1++) { l1 = k + this.soulRNG.nextInt(16) + 8; i2 = this.soulRNG.nextInt(128); j2 = l + this.soulRNG.nextInt(16) + 8; WorldGenSoulGrass worldgenerator1 = new WorldGenSoulGrass(this.soulRNG, 2); worldgenerator1.generate(this.worldObj, this.soulRNG, l1, i2, j2); }
  19. That would only make it be a specific biome per definition (things that only spawn in that biome can spawn there etc.) but the terrain is already generated so it won't look like the other biome. If I change Ocean biome to desert, it will still be deep sea water every where and little to no sand and no cacti But the F3 screen will correctly display current biome as "desert" Right, that's why I suggested spawning the biome in a similar way that the ravines and caves are generated. Say he wants to spawn his oasis in the desert, he created a MapGenOasis file that would generate say a circularish area with grass and trees or what have you, and in that method set that areas biome name
  20. public int getBiomeGrassColor() { return 0x006600; } replace with ur own color code
  21. There's no way to change it after?
  22. just a thought, not sure if its possible. What if you generate your oasis like a structure would spawn or a ravine. The only question then is it possible to set the x/z coordinates biome id/name in this process. I've read over the generation and chunk provider code a million times still trying to figure it out and learn what it all does, but i could be wrong but i could have sworn I saw a way to set the biome id to the specified coordinates..
  23. You can overwrite the default World Type, and when you do so you can specify a new WorldType class, in that custom worldtype class you can then assign a custom chunkprovidergenerate.
  24. you need to incorporate metadata, set each possible rotation to a different metadata value and have the model render the proper rotaton based on the blocks metadata value, which will save when you exit and come back into the game.
  25. Best way to do this is in the replaceblocksforbiome in ChunkProviderGenerate. Trying to replace/place a crap load of blocks (like every stone block for example) in the biome decorator would just cause a lot of lag from what I've seen.
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