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SirBrodzik832

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  1. About: Calculus is a mod, which introduces mathematical mechanics to Minecraft. Note that it has nothing to do with calculus (the study of change) itself. This mod is brand new and I am still working on it. Currently it has two craftable calculators, which can help you solve different equations! I will be implementing more stuff in the future. Screenshots: Downloads: Recommended: LATEST VERSION Archived versions: Crafting recipes: Changelog: Copyright & license:
  2. Oh, oops, guess I don't need that line. Thought I needed an update in order to rerender, but only sync is needed.
  3. In conclusion [if anyone had the same problem], I managed to sync the data (variables) by adding this: TileEntityC4.class @Override public void onDataPacket(NetworkManager net, S35PacketUpdateTileEntity pkt) { NBTTagCompound tag = pkt.func_148857_g(); facing = tag.getInteger("facing"); side = tag.getInteger("side"); } @Override public Packet getDescriptionPacket() { NBTTagCompound tag = new NBTTagCompound(); writeToNBT(tag); return new S35PacketUpdateTileEntity(xCoord, yCoord, zCoord, blockMetadata, tag); } Everything renders and rerenders correctly now! EDIT: removed useless schedule block update.
  4. As for the TileEntity I am going to implement a GUI and different settings for the C4.
  5. Ok, I'll look into syncing that. As for using metadata maybe I could, but I am using 2 different variables: 1 for the direction and 1 for the side it was placed on.
  6. Hello, I have created a C4 explosive block. I managed to have it rotate and/or flip in any direction depending on the side and direction it is placed on. The problem: when I reload the world/Minecraft the rotation is not saved. Important: the variables: side and facing are saved in the TileEntity correctly! I hope that somehow refreshing (rerendering) the block will fix my problem. Thanks. BlockC4.class public class BlockC4 extends BlockContainer { public static final Material c4 = new Material(MapColor.tntColor); private int side; protected BlockC4() { super(c4); setBlockName(BlockData.C4_UNLOCALIZED); setStepSound(soundTypeGrass); } @Override public int onBlockPlaced(World world, int x, int y, int z, int side, float hitX, float hitY, float hitZ, int meta) { this.side = side; return super.onBlockPlaced(world, x, y, z, side, hitX, hitY, hitZ, meta); } @Override public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entityLivingBase, ItemStack itemStack) { TileEntityC4 tileEntityC4 = (TileEntityC4) world.getTileEntity(x, y, z); int facing = MathHelper.floor_double((double) ((entityLivingBase.rotationYaw * 4F) / 360F) + 0.5D) & 3; tileEntityC4.facing = facing; tileEntityC4.side = side; world.setBlockMetadataWithNotify(x, y, z, facing, 2); } @Override public void onBlockDestroyedByExplosion(World world, int x, int y, int z, Explosion explosion) { if (!world.isRemote) { world.setBlockToAir(x, y, z); world.createExplosion(null, x, y, z, 6.0F, true); } } @Override public TileEntity createNewTileEntity(World world, int var2) { return new TileEntityC4(); } @Override public int getRenderType() { return -1; } @Override public boolean isOpaqueCube() { return false; } @Override public boolean renderAsNormalBlock() { return false; } } TileEntityC4.class public class TileEntityC4 extends TileEntity { public int facing; public int side; @Override public void readFromNBT(NBTTagCompound tag) { facing = tag.getInteger("facing"); side = tag.getInteger("side"); super.readFromNBT(tag); } @Override public void writeToNBT(NBTTagCompound tag) { tag.setInteger("facing", facing); tag.setInteger("side", side); super.writeToNBT(tag); } } RenderC4.class public class RenderC4 extends TileEntitySpecialRenderer { public static final ResourceLocation resourceLocation = new ResourceLocation(Reference.MOD_ID.toLowerCase(), "textures/models/c4.png"); private ModelC4 model; public RenderC4(ModelC4 model) { this.model = model; } public void renderC4(TileEntityC4 tileEntityC4, double x, double y, double z, float partialTickTime) { int facing = tileEntityC4.facing; int side = tileEntityC4.side; bindTexture(resourceLocation); GL11.glPushMatrix(); switch (side) { case 0: GL11.glTranslatef((float) x + 0.5F, (float) y - 0.5F, (float) z + 0.5F); GL11.glRotatef(180, 1F, 0F, 0F); break; case 2: GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z - 0.5F); GL11.glRotatef(270, 1F, 0F, 0F); break; case 3: GL11.glTranslatef((float) x + 0.5F, (float) y + 0.5F, (float) z + 1.5F); GL11.glRotatef(90, 1F, 0F, 0F); break; case 4: GL11.glTranslatef((float) x - 0.5F, (float) y + 0.5F, (float) z + 0.5F); GL11.glRotatef(90, 0F, 0F, 1F); break; case 5: GL11.glTranslatef((float) x + 1.5F, (float) y + 0.5F, (float) z + 0.5F); GL11.glRotatef(270, 0F, 0F, 1F); break; default: GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); } switch (facing) { case 0: GL11.glRotatef(0, 0F, 1F, 0F); break; case 1: GL11.glRotatef(270, 0F, 1F, 0F); break; case 2: GL11.glRotatef(180, 0F, 1F, 0F); break; case 3: GL11.glRotatef(90, 0F, 1F, 0F); break; } GL11.glScalef(1.0F, -1F, -1F); model.render(null, 0, 0, 0, 0, 0, 0.0625F); GL11.glPopMatrix(); } @Override public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float partialTickTime) { renderC4((TileEntityC4) tileEntity, x, y, z, partialTickTime); } } ModelC4.class ... Block placed World/Minecraft reloaded
  7. Hmm, yeah, if there's a GitHub for Forge then we could fork it, suggest commits.
  8. Yeah... so when can we get an ETA on MinecraftForge for 1.7.1? The update is called "The update that changed the world".
  9. Actually I think I solved this problem myself, but the post shall remain here for others to come. Yes you can turn your buldings into MCEdit .schematics and then use this file converter: http://www.minecraftforum.net/topic/1336152-132-updated-metadata-support-simple-schematic-to-java-file-converter/
  10. I have just started world generation and I know how to setup the class(es) to generate structures, but... Question: Is there a way to convert a built structure in Minecraft to Java code? Instead of having to build it using your imagination and: this.placeBlockAtCurrentPosition....blah.blah.blah..., this.placeBlockAtCurrentPosition.... Is there an automatic way of selecting your built structure and have it converted into code form and then just copying the code into your mod's class? Maybe there's a way w/ MCedit .schematic? Thanks!
  11. This might be a really silly/simple question, but... How do you update vanilla Minecraft + Forge in Eclipse? Will I have to delete it and put in the new version and set up my Dev Environment all over again? OR do I delete my /Development/MCP [with forge] folder and reinstall a new version of forge and Eclipse keeps all my environment settings such as minecraft source folders/etc., but replaces them w/ a new version? Thanks! P.S. I know updating your mod means to fix any conflicts that stop the mod from working on a new version of MC and/or add features and such.
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