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MrCredits

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  1. Have you registered your entity as well as its renderer?
  2. Thanks for the help! That seemed to solve the speed issue. Except now they head off in a direction for a bit, and then pop back into the place they originally were in. Almost as if there was massive amounts of lag. I've tried adjusting the entity tracking a bit, but so far no luck. I'm at a loss as for what to do. Any suggestions?
  3. I fixed the issue. Turns out the AI routines weren't being added in the constructor that the spawn egg uses. Now the damn thing moves like 30 mph. Could anyone point in the general direction of how to go about turning it down a bit?
  4. Hi everyone. I'm having some troubles with a custom mob entity. Specifically with not moving around. At all. It turns to face me maybe once, but then never again. Both are rather bare as I've just started work on them. But I was hoping I could get down some of the basics at least. And, like I said, it doesn't seem to be working. I haven't posted the model or render files as there's no apparent issues, but if you'd like to see them I can provide. Any kind of help or point in the right direction is appreciated! The entity in question. The superclass. And here's its entry in my main mod file.
  5. Hmm, I was under the impression that each entity had a already unique ID in the world's "loadedentitylist"? Well, perhaps, not the actual entity ID, but rather a hashcode? Anyhow, I'd actually prefer not to use datawatchers. Primarily reason being, like Goto said, most are already occupied by vanilla mobs.
  6. Hi everyone. I've been studying the vanilla mob entities source lately. What's utilized frequently is the Datawatcher class. Now, I did some looking into it on my own and learned a bit about how it operates. (Which is I believe to sync entities with the server) Despite that, I have a few questions of my own. Namely: Is my premise on the purpose of Datawatcher incorrect? Please correct me if so/ If that is not the case, and Datawatcher is responsible for syncing entities, is it possible to substitute and instead utilize packets? Thanks, I very much appreciate any insight!
  7. Thanks for the replies! I figured that was the procedure. So as of now, I have a class that implements ISimpleBlockRenderingHandler and fixed the issue with the render id. Seems I was calling it from my common proxy. Simple mistake. At a glance, the methods seem self-explanatory. I'm guessing that renderWorldBlock is overriden by the tile's renderer when it's placed down. Whereas renderInventoryBlock isn't, as it's in the inventory? And it uses the block's icon? I entertained this notion for a while and here's what I came up with: And...success! I have the top face to my block. I wasn't planning on doing on that, but you've piqued my interest! I'm guessing you could accomplish this utilizing network packets, but the specifics of how you single out the one particular block eludes me. Do you have any insight?
  8. Hello everyone. I'm a bit confused as to how one goes about rendering tile entities as an item? (i.e, non 1x1 "blocks" in the players hand, with prominent examples being the fencepost and anvil) The tileentity I'm attempting to make into an "item" renders fine when I place it down. No issues. However, in the inventory it shows up as a flat missing texture square. I tried rendering it as a 3d item, which didn't seem to be applicable. Rather it seems that I need to register it using a block handler and assign it a render id, which I then pass to my tile's block. (I may be wrong) Now, I'm not asking for anyone to write an enormous block of code. I just need a hearty push in the right direction. Maybe a pointer or two to some useful Opengl/render engine methods/techniques? A short example? A example in the vanilla source? Regardless, I'm grateful for any help. =) Oh, and a note: I used forge's getNextAvailableRenderId function in my client proxy, and it appears to return a value of -1. Which specifies no render function, I believe? Also, the file size of my tile's texture is 64x32. (I need to adjust it)
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