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Checkium

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  1. It was a bug, it only happens when the box is on you, wich I will disable so no problem. Thanks for all the help man <3
  2. Also, a slightly thing I wanna change if its not hard: The box currently keeps teleporting around wich is annyoing me, is it possible to make it move smoother, and would it be hard? Also, how can I make the box don't show for myself?
  3. Ok so, I got the box working Is there any way to be able to control the box? Like, change its colors or remove it anytime I want? Maybe making some color variables and using them in the event?
  4. So, I fixed the AABB, and now its like this: I didn't get the part about the vertex texture thing, could you explain better?
  5. With player can be assigned later I mean that I will asign players for the box to render later, so it need to be fired afterwards. This is my startDrawingESPs method: public static void startDrawingESPs(AxisAlignedBB bb, float r, float b, float g) { GL11.glPushMatrix(); GL11.glEnable(3042); GL11.glBlendFunc(770, 771); GL11.glLineWidth(1.5F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LINE_SMOOTH); GL11.glDisable(2929); GL11.glDepthMask(false); GL11.glColor4d(r, b, g, 0.185F); drawBoundingBox(bb); GL11.glColor4d(r, b, g, 1.0F); drawOutlinedBoundingBox(bb); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_LINE_SMOOTH); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glEnable(GL11.GL_LIGHTING); GL11.glEnable(2929); GL11.glDepthMask(true); GL11.glDisable(3042); GL11.glPopMatrix(); } DrawBoundingBox method: DrawOutlinedBoundingBox Method
  6. for RenderLivingEvent, I dont think it will work even with post because it is only fired once afaik, and the player can be assigned much after. Currently i'm trying with RenderWorldLastEvent but its drawing nothing, this is my code: @SubscribeEvent public void Event(RenderWorldLastEvent e) { if (!(murder == null)) { AxisAlignedBB abb = new AxisAlignedBB(1, (double) murder.getYOffset(), 1, (double) murder.getYOffset(), 2, 1); // Usually the player Entity entity = Minecraft.getMinecraft().getRenderViewEntity(); //Interpolating everything back to 0,0,0. These are transforms you can find at RenderEntity class double d0 = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * (double)e.getPartialTicks(); double d1 = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * (double)e.getPartialTicks(); double d2 = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * (double)e.getPartialTicks(); GL11.glPushMatrix(); GL11.glTranslated(-d0, -d1, -d2); GL11.glColor4f(0.27F, 0.70F, 0.92F, 1.0F); GLHelper.startDrawingESPs(abb, 0.27F, 0.70F, 0.92F); GL11.glPopMatrix(); } }
  7. RenderLivingEvent wouldn't work since it fires only on entity render, and the box is drawn after it. Also, I was thinking here, and wouldn't make it render the glowing effect on the entity be easier?
  8. Well TickEvent.RenderTickEvent doesn't have that, and wouldn't RenderWorldLastEvent not work since players move and that will only execute on world load?
  9. I'm trying to use the code you shown on that topic, whats the variable evt?
  10. So.... Got it working but something is broken. The box should be around that NPC
  11. That part is already done, look at the posts before yours.
  12. So, now that part is fine, but there a new part. What replaces RenderManager.renderPosX Y and Z and AxisAlignedBB.getBoundingBox?
  13. OH... than makes sense I was trying to use GL11.GL_QUADS as a method.
  14. GL11.GL_QUADS gives me error than its not a statement
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