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    posted a message on [solved]Need help with mob rendering
    Quote from ExclamationMark

    @Khlorghaal:
    Thanks, the id thing works now, but obviously, it doesn't fix the texture. That would be kind of strange by the way, if the id messed up only the texture. The mob works perfectly except for the fact that it's a white cuboid. Can you imagine anything else, because you're obviously an expert.

    Its not the texture thats broken, in that case you would see an all white gargoyle. Its because Forge cant find the appropriate renderer in its registry so its rendering the default model.

    Here is what I use to register entities, I'm certain this works.
    static int entityID=0;
    public static void registerEntity(Class<? extends Entity> clas, String name, int freq){
      EntityRegistry.registerGlobalEntityID(clas, name, EntityRegistry.findGlobalUniqueEntityId());
      EntityRegistry.registerModEntity(clas, name, entityID++, T1A.instance, 128, 1, true);
    }
    Posted in: Modification Development
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    posted a message on [solved]Need help with mob rendering
    EntityRegistry.registerGlobalEntityID(EntityGargoyle.class,"Gargoyle",1);
    EntityRegistry.findGlobalUniqueEntityId();

    Lol youre getting an entity id then not using it, do
    EntityRegistry.registerGlobalEntityID(EntityGargoyle.class,"Gargoyle", EntityRegistry.findGlobalUniqueEntityId() );
    Just think about what each thing does, look at what parameters are named before filling them in with a random number. Don't call a method without knowing at least approximately what it does.

    Quote from Dr_Sideburns
    Your Render class is missing a few methods. This is what I've been using for mobs:
    @SideOnly(Side.CLIENT)
    public class RenderNinja extends RenderLiving {
    protected ninja model;
    public RenderNinja(ModelBase par1ModelBase, float par2) {
    super(par1ModelBase, par2);
    model = ((ninja)mainModel);
    }
    public void renderNinja(EntityNinja entity, double par2, double par4, double par6, float par8, float par9) {
    super.doRenderLiving(entity, par2, par4, par6, par8, par9);
    }
    public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) {
    renderNinja((EntityNinja)par1EntityLiving, par2, par4, par6, par8, par9);
    }
    @Override
    public void doRender(Entity entity, double d0, double d1, double d2, float f, float f1) {
    renderNinja((EntityNinja)entity, d0, d1, d2, f, f1);
    }
    @Override
    protected ResourceLocation getEntityTexture(Entity entity) {
    return new ResourceLocation("secretagentmod:textures/mobs/ninja.png");
    }
    }

    Do you not know what a method is? This code is horrible, you only need one render method, and in this case super already implements it, so you don't need it at all. Please don't give people advice if you don't know java.

    @SideOnly(Side.CLIENT)
    public class RenderNinja extends RenderLiving {
    public RenderNinja() {
    super(new YourModel(), shadowSize);
    }
    @Override
    protected ResourceLocation getEntityTexture(Entity entity) {
    return new ResourceLocation("secretagentmod:textures/mobs/ninja.png");
    }
    }
    Posted in: Modification Development
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    posted a message on [SOLVED] [1.6.4][Forge] Car bouncing up and down erratically while driving?
    Ah I see you're doing it properly with key packets instead of blindly trusting clients :)

    Don't send a packet every tick, thats just... bad. Send packets using a keyHandler

    I've had many issues with vehicles myself, its because vanilla screwing with various thing that you don't expect it to.
    -Use your own variables for velocity and rotation, I'm not sure why but this makes it better
    -Override setPosition(double x,y,z) to do nothing {}, vanilla randomly calls it with erroneous values
    -Be sure to compensate for packet delivery time otherwise client and server will desynch, especially if using acceleration
    -Rubberband the client's, (or server's, depending on how much your trust players to not hack) position occasionally or it will desynch.

    I'm not sure what causes the Y thrashing, Its definitely with the vanilla movement code though, try messing with yoffset (which i think is a stupid concept) and your AABB.
    If that fails then write your own collision detection code, which is what I did.
    Posted in: Modification Development
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    posted a message on running OnRtClick() stuff in its own thread
    The thread will kill itself once it is done with its runnable.

    Be sure todo a check to make sure its not already running if clicked on more than once
    Posted in: Modification Development
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    posted a message on [solved]Need help with mob rendering
    You registered it with forge?
    I remember having the white boxes myself a long time ago, It was something simple if i remember right.
    Posted in: Modification Development
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    posted a message on Mechs!(From Evangelion to be specific)
    Yeaaa have you not watched Evangelion? I would never describe an Eva as a "mech"

    I don't think it fits well with MC, since the defining characteristic of evas is being human like and agile.
    And I don't see why you would want this for a sandbox game
    Posted in: Requests / Ideas For Mods
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    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from GustaviusDeeva

    like a massive future war game?
    tents, cans of food, water bottles, etc.

    Well IC2 has food related stuff; tents in mc seem unnecessary except for hiding.


    Interesting that you bring up "wargame" because I've been thinking about that macroscopic aspect a lot recently.

    Not a wargame at all. My hope is to get a nascent geopolitical simulator.
    Anarchy → Feudalism → Monarchy → Democracy/Plutarchy → Authoritarianism → Totalitarianism → Pick one random
    If you see that cycle arise in any game, then it is a good game. Many aspects of the crafting of t1a will be balanced in a way that encourages cooperation between players. I don't want to see a wargame - I want glorious world wars between massive, player created factions.
    Part of what inspired me back when I started this is as a social experiment.
    Posted in: WIP Mods
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    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from GustaviusDeeva
    After clicking start and wait a few sec, it crash.

    java.lang.NoClassDefFoundError: t1a/common/Explosion/EntitySmoke
    at t1a.common.T1A.<clinit>(T1A.java:114)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:462)

    Minecraft Version: 1.6.4
    Forge 9.11.1.953 Optifine OptiFine_1.6.4_HD_C6 56 mods loaded, 56 mods active

    Quote from Khlorghaal »

    DOWNLOAD Alpha0.25 1.6.2 Forge 9.10.0.789
    This is not a 'playable' release, I just whacked all obvious bugs and threw something together, somethings that were previously working are not currently working because indev. Expect crashing, don't bother reporting it.

    You have the wrong version of forge
    I appreciate the report but text is meant to be read :/

    Ill throw out a 1.6.4 release as soon as i finish the stuff with nukes im doing since people seem to be wanting it
    Posted in: WIP Mods
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    posted a message on Type1 Anarchy: Mechs Guns Missiles Laizorz -Alpha Download-
    Quote from TheHighCommander

    So, i keep hearing you talk about Air Vehicles, but when will THEY be done?

    Vehicles are unified, so aircraft will be done within the same day as hover vehicles. Currently I need to rewrite my kinematics to use quaternions before I do anything else with vehicle control.
    If I wanted a system with terrible controls and shoddy kinematics like vanilla, then I could've had vehicles done months ago. But I'm including complete rigid body physics. Aircraft will actually operate using lift and will stall and do other aircrafty things

    Meanwhile I've been ADD with my development

    Notice how theres virtually no lag.
    Posted in: WIP Mods
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    posted a message on Portal Doors- Travel with ease!
    Quote from Jacob_Penn

    The hard part would be linking the portals to their correct partner imo.

    Place the two portals using a single item, the item saves the coords of the first one to its NBTTC, then when placing the second one passes it the coords of the first before breaking.
    Posted in: Requests / Ideas For Mods
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    posted a message on [FORGE] Help with HUD!
    Quote from GnRSlashSP

    Hey, I saw that you are working with textures... do you know how to make an entity eyes like spider and enderman eyes? (glowing at night)
    If you are using shader mod, you can see this feature extremely stronger!

    This doesn't belong in this thread, but
    setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 0xf0, 0xf0)
    Posted in: Modification Development
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    posted a message on [REQ]Mechcraft, planes with a use other than transport
    What the heck is this? The recipes are so random and everything seems unrelated.
    Posted in: Requests / Ideas For Mods
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    posted a message on AlphanMobs
    I actually like some of these, they would fit well with vanilla.
    But you need a better than vanilla spawning system otherwise youll end up like MoCreatures where you cant walk a single chunk without getting attacked by a gorilla, an alligator thats on fire, and a dragon all at the same time.
    Posted in: Requests / Ideas For Mods
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    posted a message on Portal Doors- Travel with ease!
    Quote from Jacob_Penn

    I need people to help me with this mod, I SUCK at Java.


    It's an easy todo mod, just make a TE that has an event for i think its onStepped when a player steps on it, teleport them to the other portal.

    I know of at least two mods that do this already, i think its TC4 that has portals that are completely seamless and you can see through them
    Posted in: Requests / Ideas For Mods
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