• 1

    posted a message on Optifine Custom Entity Models

    yeah, but cubix is only worth if you are going to make a profit from the resulting texturepack/models, if not then it WAY to expensive, even in sales

    Posted in: Resource Pack Help
  • 0

    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]

    I don't know if i'm the only one, but turning POM on causes wired artifacts on blocs without specular map(bricks, stonebricks, dirt, grass) and doesn't work on block with specular?(birch log).

    Specs:
    Java Standard Edition Version 8 Update 73 (8.0.730.2)

    Windows 10 (build 14393), 64-bit

    Intel(R) Core(TM) i7-4710HQ CPU @ 2.50GHz


    Graphics:
    -NVIDIA GeForce GTX 860M (driver: 21.21.13.6909)


    Optifine 1.11.2 HD U B5

    Seus V11.0

    Posted in: Minecraft Mods
  • 0

    posted a message on [Forge] Rendering an Item on your Block
    this is awesome, you are awesome, just what i was looking for :D
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Antecube - Antichamber based Adventure Map - No Mods!
    I liked it, if you are hiring I can help, I know about commands, mcedit and redstone.
    Posted in: Maps
  • 0

    posted a message on spawn chunk finder?
    is there any way of doing it with the level seed; without throwing items, beacause i'm playing in AMPLIFIED in 1.7.2 and there are no mods
    Posted in: Discussion
  • 0

    posted a message on [1.5.2 / 1.5.1 / 1.4.7 / 1.3.2] Creating Mods - Modloader/Forge ~SCMowns [Src & Video]
    can you do a tutorial to create a GUI without overwriting any default .class?
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Help with metadata! Block direction relative to player.
    Quote from shadowslaye

    This is what I use:
    public void onBlockAdded(World par1World, int par2, int par3, int par4)
    {
    super.onBlockAdded(par1World, par2, par3, par4);
    this.setDefaultDirection(par1World, par2, par3, par4);
    }
    
    /**
    * set a blocks direction
    */
    private void setDefaultDirection(World par1World, int par2, int par3, int par4)
    {
    if (!par1World.isRemote)
    {
    int var5 = par1World.getBlockId(par2, par3, par4 - 1);
    int var6 = par1World.getBlockId(par2, par3, par4 + 1);
    int var7 = par1World.getBlockId(par2 - 1, par3, par4);
    int var8 = par1World.getBlockId(par2 + 1, par3, par4);
    byte var9 = 3;
    
    if (Block.opaqueCubeLookup[var5] && !Block.opaqueCubeLookup[var6])
    {
    var9 = 3;
    }
    
    if (Block.opaqueCubeLookup[var6] && !Block.opaqueCubeLookup[var5])
    {
    var9 = 2;
    }
    
    if (Block.opaqueCubeLookup[var7] && !Block.opaqueCubeLookup[var8])
    {
    var9 = 5;
    }
    
    if (Block.opaqueCubeLookup[var8] && !Block.opaqueCubeLookup[var7])
    {
    var9 = 4;
    }
    
    par1World.setBlockMetadataWithNotify(par2, par3, par4, var9);
    }
    }
    
    @SideOnly(Side.CLIENT)
    
    /**
    * Retrieves the block texture to use based on the display side. Args: iBlockAccess, x, y, z, side
    */
    public int getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5)
    {
    if (par5 == 1)
    {
    return this.blockIndexInTexture+2;
    }
    else if (par5 == 0)
    {
    return this.blockIndexInTexture + 2;
    }
    else
    {
    int var6 = par1IBlockAccess.getBlockMetadata(par2, par3, par4);
    return par5 != var6 ? this.blockIndexInTexture+1 : this.blockIndexInTexture;
    }
    }
    
    /**
    * Returns the block texture based on the side being looked at. Args: side
    */
    public int getBlockTextureFromSide(int par1)
    {
    
    return par1 == 1 ? 37 : (par1 == 0 ? 36 : (par1 == 3 ? this.blockIndexInTexture : 36));
    
    }
    
    public void onBlockPlacedBy(World par1World, int par2, int par3, int par4, EntityLiving par5EntityLiving)
    {
    int var6 = MathHelper.floor_double((double)(par5EntityLiving.rotationYaw * 4.0F / 360.0F) + 0.5D) & 3;
    
    if (var6 == 0)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 2);
    }
    
    if (var6 == 1)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 5);
    }
    
    if (var6 == 2)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 3);
    }
    
    if (var6 == 3)
    {
    par1World.setBlockMetadataWithNotify(par2, par3, par4, 4);
    }
    }

    Hope it helps :)
    OMG it works, but i see all the faces like random default textures, how do i change it?
    Posted in: Modification Development
  • 0

    posted a message on Help with metadata! Block direction relative to player.
    Quote from Aft

    Try looking at the Furnace Code, it uses the player's yaw.


    I try, but it doesn't work, if anyone has the code, please post it
    Posted in: Modification Development
  • 0

    posted a message on Help with metadata! Block direction relative to player.
    Quote from jxmorris12

    I'd use the getBlock and getPlayerLocation (the second one might be named something different) methods and do some math with the x y z coords to figure it out! :)


    Can you explain that?, or give an example?
    Posted in: Modification Development
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