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TextureFX


mrkarp

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So to my understanding, this is how you get a block to look animated right, such as:

 

http://xycraft.wikispaces.com/Xychoridite+Bricks

 

They look all wavey and liquid like. Ive seen multiple listings on how to accomplish this, but I am still unable to even get the code right.

 

Here is the example code I have been following.

private byte bg[] = new byte[1024];

public TextureSomethingFX() {
        super(myIconIndex);
        try {
                loadBG(ImageIO.read(this.getClass().getResource("textures/background.png")));
        } catch (IOException e) {
                e.printStackTrace();
        }
}

private void loadBG(BufferedImage bi) {
        for (int row=0;row<16;row++)
                for (int col=0;col<16;col++) {
                        int pixel = bi.getRGB(col, row);
                        bg [((col+(row*16))*4)+0] = (byte)((pixel>>16)&0xFF); //Red
                        bg[((col+(row*16))*4)+1] = (byte)((pixel>>&0xFF); //Green
                        bg [((col+(row*16))*4)+2] = (byte)((pixel)&0xFF); //Blue
                        bg [((col+(row*16))*4)+3] = (byte)((pixel>>24)&0xFF); //Alpha
                }
}

 

Now, I know to replace the

                loadBG(ImageIO.read(this.getClass().getResource("textures/background.png")));

 

With the png I have, but do I put this code in my block code, or my core mod file?

 

And also, this will have 16 diffrent cycles right?

 

Appreciate it.

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Well after reading more and more, It looks like instead of tryin the advanced way, making a byte array, Looks like i should use the .gif method:

 

public void onTick() {
        Object imageData;
	switch (frame) {
        case 0:
                imageData = frame1;
                break;
        case 1:
                imageData = frame2;
                break;
        case 2:
                imageData = frame3;
                break;
        case 3:
                imageData = frame4;
                break; 
        default:
                break;
        }
}

 

But, what does the frame 1-4 mean, I think I replace them with the texture slot I want right?

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Wow was i tryin to hard! But im still struggling, almost!!!! almost!

 

Here is my FX class:

package karbide.FX;

import java.io.IOException;

import net.minecraft.client.renderer.RenderEngine;
import net.minecraft.src.ModTextureAnimation;

import org.lwjgl.opengl.GL11;

import cpw.mods.fml.client.FMLClientHandler;
import cpw.mods.fml.client.TextureFXManager;

public class KbrickFX extends ModTextureAnimation
{
public KbrickFX(String texture, int index) throws IOException
{
	super(index, 1, texture, TextureFXManager.instance().loadImageFromTexturePack(FMLClientHandler.instance().getClient().renderEngine, texture), 5);
}

@Override
    public void bindImage(RenderEngine renderengine)
    {
    	//Binds texture with GL11 to use specific icon index.
        GL11.glBindTexture(3553 /*GL_TEXTURE_2D*/, renderengine.getTexture("/gfx/tools.png"));
    }

}

 

and here is the block that im tryin to animated:

package karbide.blocks;

import java.util.Random;

import karbide.client.ClientProxy;

import cpw.mods.fml.relauncher.Side;
import cpw.mods.fml.relauncher.SideOnly;
import net.minecraft.block.Block;
import net.minecraft.block.material.Material;
import net.minecraft.creativetab.CreativeTabs;
import net.minecraft.item.Item;
import net.minecraft.world.World;

public class Block_KBrick extends Block{

public Block_KBrick(int id, int texture, Material mat){
	super(id, texture, mat);
	this.setCreativeTab(CreativeTabs.tabBlock);
}

public String getTextureFile(){
	return "/gfx/block_block.png";
}

@Override
@SideOnly(Side.CLIENT)
public int getRenderType()
{
	return ClientProxy.RENDER_ID;
}
public boolean renderAsNormalBlock()
{
	return false;
}

public boolean isOpaqueCube()
{
	return false;
}

}

 

I also noticed that I need

			TextureFXManager.instance().addAnimation(new KbrickFX("/gfx/tools.png", KarbideCore.ANIMATED_TEXTURE_INDEX+1));
	} catch (IOException e) {
		e.printStackTrace();
	}

 

And

 

	public static int RENDER_ID = RenderingRegistry.getNextAvailableRenderId();

 

In my client proxy.

 

I know im close becuase its no longer the original texture, its clear, see through, but thats a start. Im catching on, just need some help in what is causing it to not read the png file.

 

Appreciate all the help.

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