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    • I am missing these files( forge-1.12.2-14.23.5.2854_mapped_snapshot_20171003-1.12.jar forge-1.12.2-14.23.5.2854_mapped_snapshot_20171003-1.12.pom To hell with hiding the version name)
    • I'm trying to draw something similar to the vanilla sweeping attack particle, except where that's a 128x16 texture with 8 frames, I have a 96x16 with only 2 frames. I'm looking through the vanilla code and trying to decipher how they've drawn the vertices, but I'm confused on a couple things:   int i = (int)(((float)this.life + partialTicks) * 3.0F / (float)this.lifeTime); if (i <= 7) { this.textureManager.bindTexture(SWEEP_TEXTURE); float f = (float)(i % 4) / 4.0F; float f1 = f + 0.24975F; float f2 = (float)(i / 2) / 2.0F; float f3 = f2 + 0.4995F; float f4 = 1.0F * this.size; float f5 = (float)(this.prevPosX + (this.posX - this.prevPosX) * (double)partialTicks - interpPosX); float f6 = (float)(this.prevPosY + (this.posY - this.prevPosY) * (double)partialTicks - interpPosY); float f7 = (float)(this.prevPosZ + (this.posZ - this.prevPosZ) * (double)partialTicks - interpPosZ); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); GlStateManager.disableLighting(); RenderHelper.disableStandardItemLighting(); buffer.begin(7, VERTEX_FORMAT); buffer.pos((double)(f5 - rotationX * f4 - rotationXY * f4), (double)(f6 - rotationZ * f4 * 0.5F), (double)(f7 - rotationYZ * f4 - rotationXZ * f4)).tex((double)f1, (double)f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); buffer.pos((double)(f5 - rotationX * f4 + rotationXY * f4), (double)(f6 + rotationZ * f4 * 0.5F), (double)(f7 - rotationYZ * f4 + rotationXZ * f4)).tex((double)f1, (double)f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); buffer.pos((double)(f5 + rotationX * f4 + rotationXY * f4), (double)(f6 + rotationZ * f4 * 0.5F), (double)(f7 + rotationYZ * f4 + rotationXZ * f4)).tex((double)f, (double)f2).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); buffer.pos((double)(f5 + rotationX * f4 - rotationXY * f4), (double)(f6 - rotationZ * f4 * 0.5F), (double)(f7 + rotationYZ * f4 - rotationXZ * f4)).tex((double)f, (double)f3).color(this.particleRed, this.particleGreen, this.particleBlue, 1.0F).lightmap(0, 240).normal(0.0F, 1.0F, 0.0F).endVertex(); Tessellator.getInstance().draw(); GlStateManager.enableLighting(); }   1. What is the purpose of adding what seems like arbitrary values f1 and f2 if they're already in the correct positions relative to the texture? Unless it's not 0->0.25 but instead 0.25->0?   2. The image is 128 pixels wide with 4 frames across the columns, meaning each frame is 32 pixels wide and 16 pixels tall. How does this know to draw a quad with the correct size for a frame? Everything appears to be in terms of the texture ratios.
    • And if I click on these links (which should be downloaded), I get a 404, there is no file, so that's the problem, the files on your servers (Or who is doing it there) are not)
    • Because You are not supported, in development, not relevant, and so on, so there is no choice)
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