• 7

    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    A continuation of:
    The Halo Battle Field Mod -- http://www.minecraft...-us-years-even/
    The Halo Realistic Mod -- http://www.minecraft...-mod-realistic/

    Summary:
    Have you ever wanted a halo mod that really makes you feel like your in the Halo universe and Minecraft universe? Well this should be the mod for you! (No guarantees).
    Here at the Halo Ultimate Mod we work hard to deliver you all that you and our team desires to have in this mod, so please leave suggestions for what you wan't in the mod!

    The Team:
    Marko5049 -- Owner
    Sev40 -- Owner
    338fae -- Owner of Halo Realistic Mod
    MOaHerder -- Owner of Halo Battle Field Mod

    --CODERS--
    Marko5049
    damo333333
    GruntTheDivine

    --MODELLERS--
    Chazzalinko
    Vash0110
    Apply Now!

    --BUILDERS--
    Sev40
    Wildblood779
    JGFM
    Apply Now!

    --TEXTURING--
    Wildblood779
    Lemode
    leonidas44441
    MasterRD

    --TESTERS--
    The whole team.
    GIRbazk190
    Bighead54 - (Sounds brainy!)

    Post Upkeepers:
    Marko5049 - Everything (Adding members, adding planned stuff, etc.)
    Wildblood779 - Everything but Adding members.
    Chazzalinko - Everything but Adding members.
    Sev40 - - Everything but Adding members.

    Planned Content:
    KEY:
    Not Finished
    Finished

    COVENANT:
    • Elite
    • Engineer
    • Hunter
    • Grunt
    • Jackal
    • Brute
    • Skirmisher
    • Drone
    • Prophet
    • Arbiter
    • Holographic Pedestal
    • Plasma Coil
    • Plasma Block
    • Plasma
    • Refined Plasma Block
    • Refined Plasma
    • Gravity Hammer
    • Energy Sword
    • Plasma Pistol
    • Plasma Rifle
    • Needler
    • Plasma Grenade
    • Spike Rifle
    • Fuel Rod Gun
    • Beam Rifle
    • Needle Rifle
    • Plasma Repeater
    • Concussion Rifle
    • Spike Grenade
    • Plasma Cannon
    • Brute Shot
    • Plasma Launcher
    • Focus Rifle
    • Ghost
    • Wraith
    • Banshee
    • Phantom
    • Revenant
    • Space Banshee
    • Boarding Craft
    • Anti-Air Wraith
    • Shade Turret
    • Scarab
    • Locust
    • Anti-Gravity Throne
    • Anti-Air Gun
    • Spirit
    • Fire base & Buildings
    • Shield
    • Destroyer
    • Camp & Outpost
    • Spire
    • Corvette
    UNSC:
    • Flamethrower
    • ODST Squad Leader
    • Civilian
    • Trooper
    • Spartan
    • ODST
    • Marine
    • Pilot
    • Ship Crew
    • Captain
    • Assault Rifle
    • Battle Rifle
    • Magnum
    • Combat Knife
    • Frag Grenade
    • Shotgun
    • Sniper Rifle
    • SMG
    • Rocket Launcher
    • DMR
    • Spartan Laser
    • Grenade Launcher
    • Missile Pod
    • Flamethrower
    • Machine Gun Turret
    • Heavy Machine Gun
    • Target Locator
    • Sticky Detonator
    • Railgun
    • Mantis
    • Wolverine
    • Gremlin
    • Vulture
    • Grizzly
    • Cobra
    • Elephant
    • Warthog
    • Drop Pod
    • Falcon
    • Sabre
    • Forklift
    • Chopper
    • Mongoose
    • Scorpion
    • Hornet
    • Pelican
    • ONI Base
    • Firebase & Buildings
    • Frigate
    • CCS-Class Battlecruiser
    • Halycon-Class Cruiser
    • Tyrant Anti-Air Gun
    • Camp & Outpost
    • Orbital MAC Platform
    • Space Station
    • Super Carrier
    • Marathon-Class Cruiser
    • Lookout Tower
    • UNSC Destroyer
    • Mantis Anti-Air Gun
    • Pheonix-Class Support Vessel
    • Evacuation Shuttle
    • UNSC Infinity
    • Forward Unto Dawn
    • CRS-Class Light Cruiser
    Forerunner:
    • Watcher
    • Crawler
    • Knight
    • Battle Wagon
    • Forerunner Metal
    • Light Rifle
    • Scattershot
    • Suppressor
    • Pulse Grenade
    • Base & Buildings
    Other:
    • Sentinel - MOB
    • Halo Ring - Dimension
    • Reach - Dimension
    • Space - Dimension
    • Moa - MOB
    • Flood Forms - Mob Extension

    Download & Copyright:

    Banners:



    F.A.Q (Frequently Asked Questions)


    1. This mod doesn't work! It crashes my minecraft!

    A. Unless you include your crash report and how you installed it, then we can't help you D:

    2. Hey, can you add <something> into the mod?

    A. I'll discuss it with my team. If it seems awesome enough (or even possible), then we'll try our best to fit it into the mod in some update

    3. Hey Marko. Can I be a team member for <one of the team subjects>?

    A. Please send us a picture of one of your previous works. Then I'll talk with the guys and see if 1) it has any free spaces and 2) if we accept your request ;)

    Posted in: WIP Mods
  • 5

    posted a message on [1.7.10, WIP] Technological Revolution - Guns, Computers, Vehicles & Logistics - Discontinued
    Open Source - Download Coming Soon!
    Technological Revolution:
    Weapons Pack:

    WIP
    Weapons Pack


    Colt SAA Revolver - 1.5 Health - Pistol Round
    Colt M1911 - 2.5 Health - Pistol Round
    S & W Revolver - 1.5 Health - Pistol Round
    Desert Eagle - 5 Health - Pistol Round
    M9 - 3 Health - Pistol Round
    Glock 19 - 3 Health - Pistol Round
    M11 - 3.5 Health - Pistol Round
    MK25 - 3 Health - Pistol Round
    MEU - 2 Health - Pistol Round
    Kimber Custom - 3 Health - Pistol Round
    Mark 23 - 3.5 Health - Pistol Round
    P229R DAK - 3.5 Health - Pistol Round
    HK45C - 3 Health - Pistol Round
    P11 - 3.5 Health - Pistol Round
    FN57 - 3.5 Health - Pistol Round
    DSR-50 - 3 Health - Pistol Round
    M4A1 Carbine - 1 Health - Pistol Round
    M27 IAR - 0.5 Health - Pistol Round
    FN FAL - 0.5 Health - Pistol Round
    Frag Grenade - 12.5 Health (If in centre) - Doesn't Destroy Blocks

    Weapons Pack Extension: Call of Duty


    Empty - WIP

    Weapons Pack Extension: Last of Us


    Empty - WIP

    Weapons Pack Extension: Halo


    Empty - WIP

    Weapons Pack Extension: Weapons of Mass Destruction


    Empty - WIP

    Want to submit your own guns?
    Here is the layout:
    [Gun Name] - [Damage points, 1 = Half heart] - [Type, Eg. Sniper, Automatic] - [Weapons pack]
    Computers Pack:

    WIP
    Computer Block - A computer GUI like Windows/MacOS/Linux, The computer also has apps included!


    CURRENT COMPUTER PERIPHERALS:


    Sys:

    Object out - output stream
    Object err - output stream

    RenderUtils:

    Method newMaterial(Texture texture, float specularIntensity, float specularExponent) - returns a new Material.
    Method newMeshRenderer(StaticMesh mesh, Material material) - returns a new MeshRenderer.
    Method newStaticMesh(Vertex[] vertices, int[] indices, boolean clacNormals) - returns a new StaticMesh.
    Method newtexture(String fileName, String fileLocation) - returns a new Texture.

    Math:

    Methods http://docs.oracle.c.../lang/Math.html - adds the default java math.
    Method newVector2f(float x, float y) - returns a new Vector2f.
    Method newVector3f(float x, float y, float z) - returns a new Vector3f.
    Method newMatrix4f() - returns a new Identity Matrix4f.
    Method newQuaternion(float x, float y, float z, float w) - returns a new Quaternion.
    Method newQuaternion(Vector3f axis, float radianAngle) - returns a new rotated Quaternion.
    Method newTransform() - returns a new Transformation utility class.
    Method newVertex(Vector3f pos) - returns a new Vertex with a position.
    Method newVertex(Vector3f pos, Vector2f texUV) - returns a new Vertex with a position & texture UV.
    Method newVertex(Vector3f pos, Vector2f texUV, Vector3f normal) - returns a new Vertex with a position, texture UV & normals.

    TextUtils:

    Method renderString(String text, float x, float y, float z, float scaleFactor) - renders text at specified position and scale.

    DataIO:

    Method getFiles(String directory, String suffix) - returns an ArrayList of all sub-directories and all files of a certain type.
    Method intOut(String directory, String name, int output) - saves an integer as an int file.
    Method intIn(String directory, String name) - returns an integer from a saved int file.
    Method longOut(String directory, String name, long output) - saves a long as a long file.
    Method longIn(String directory, String name) - returns an long from a saved long file.
    Method doubleOut(String directory, String name, double output) - saves a double as a double file.
    Method doubleIn(String directory, String name) - returns an double from a saved double file.
    Method floatOut(String directory, String name, float output) - saves a float as an float file.
    Method floatIn(String directory, String name) - returns an float from a saved float file.
    Method stringOut(String directory, String name, string output) - saves a string as an string file.
    Method stringIn(String directory, String name) - returns an string from a saved string file.
    Method booleanOut(String directory, String name, boolean output) - saves a boolean as an boolean file.
    Method booleanIn(String directory, String name) - returns an boolean from a saved boolean file.
    Method byteArrayOut(String directory, String name, byte[] output) - saves a byte array as an byteArray file.
    Method byteArrayIn(String directory, String name) - returns an byte array from a saved byteArray file.
    Vehicles Pack:

    Empty - WIP
    Logistics Pack:

    Coloured Lights - Redstone powered!
    The Team:

    marko5049 - Owner / Coder
    damo333333 - Coder
    Sev40 - Texturer (Back up)
    MEDIA:

    Sorry, Pictures coming soon. :(
    My Quick showcase (Very outdated, very!)
    LOOKING FOR 3D ARTIST!!! - A person who creates techne models, textures them and does the rotation/animation. Thanks.
    Posted in: WIP Mods
  • 1

    posted a message on [1.6.2][Forge] Minecraft: Combat Evolved -- The all new Halo mod -- Under new management
    Quote from burgerchamp

    Hey,
    I listed your Mod to the Minecraft List of RPG Mods.


    Cool, nice post.
    Posted in: WIP Mods
  • 2

    posted a message on marko5049's Minecraft 1.5+ Modification Tutorials
    Hey guys here are my tutorials.

    Important Information At Bottom.

    Enjoy.

    1.5+ Texturing:

    Now 720p!

    Texture Path:
    mcp > temp > (new folder called 'mods') > (new folder w/ mod name) > (new folder called 'textures') > (new folders called 'blocks' & 'Items') > texturefiles(Block png's = 'blocks' folder, Item png's ='items' folder)

    Blocks:
    public Icon Texture;
    public void registerIcons(IconRegistry, iconregistry)
    {
    this.Texture = iconregistry.registerIcon(FolderInMods:TextureFile);
    }
    public Icon getIcon(int par1)
    {
    return this.Texture;
    }


    Items:
    public Icon Texture;
    public void registerIcons(IconRegistry, iconregistry)
    {
    this.Texture = iconregistry.registerIcon(FolderInMods:TextureFile);
    }
    public Icon getIcon(int par1)
    {
    return this.Texture;
    }


    Multiple Items in one class:
    public Icon Texture0;
    public Icon Texture1;
    public Icon Texture2;
    public void registerIcons(IconRegistry, iconregistry)
    {
    this.Texture0 = iconregistry.registerIcon(FolderInMods:TextureFile);
    this.Texture1 = iconregistry.registerIcon(FolderInMods:TextureFile);
    this.Texture2 = iconregistry.registerIcon(FolderInMods:TextureFil);
    }
    public Icon getIcon(int par1)
    {
    if(this == modclass.theitem){
    return this.Texture0;}
    if(this == modclass.theitem){
    return this.Texture1;}
    if(this == modcalss.theitem){
    return this.Texture2;}
    
    return null;
    }


    Multi-Textured Blocks:
    public Icon TextureTop;
    public Icon TextureSide;
    public Icon TextureFront;
    public void registerIcons(IconRegistry, iconregistry)
    {
    this.TextureTop = iconregistry.registerIcon(FolderInMods:TextureFile);
    this.TextureSide = iconregistry.registerIcon(FolderInMods:TextureFile);
    this.TextureFront = iconregistry.registerIcon(FolderInMods:TextureFile);
    }
    public Icon getIcon(int par1, int par2)
    {
    int k = par2 & 7;
    return par1 == k ? (k != 1 && k != 0 ? this.TextureFront : this.TextureFront) : (k != 1 && k != 0 ? (par1 != 1 && par1 != 0 ? this.TextureSide : this.TextureTop) : this.TextureTop);
    }


    My little but useful tricks:

    Also 720p

    Custom Creative Tab:


    CustomTab.class:
    public class CustomTutorialTab extends CreativeTabs
    {
    public static CreativeTabs TutorialTab = new CustomTutorialTab("Tutorial Modification Development Tab");
    
    public CustomTutorialTab(String l)
    {
    super(l);
    }
    
    public ItemStack getIconItemStack()
    {
    return new ItemStack(mod_Technological_Revolution.Cable);
    }
    
    public String getTranslatedTabLabel()
    {
    return "Tutorial Modification Development Tab";
    }
    
    }


    Placeable Items:


    ItemPlaceable.class
    public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3World, int par4, int par5, int par6, int par7, float par8, float par9, float par10)
    {
    	 if (par3World.getBlockId(par4, par5, par6) != Block.snow.blockID)
    	 {
    		 if (par7 == 0)
    		 {
    			 --par5;
    		 }
    		 if (par7 == 1)
    		 {
    			 ++par5;
    		 }
    		 if (par7 == 2)
    		 {
    			 --par6;
    		 }
    		 if (par7 == 3)
    		 {
    			 ++par6;
    		 }
    		 if (par7 == 4)
    		 {
    			 --par4;
    		 }
    		 if (par7 == 5)
    		 {
    			 ++par4;
    		 }
    		 if (!par3World.isAirBlock(par4, par5, par6))
    		 {
    			 return false;
    		 }
    	 }
    	 if (!par2EntityPlayer.canPlayerEdit(par4, par5, par6, par7, par1ItemStack))
    	 {
    		 return false;
    	 }
    	 else
    	 {
    		 if (Block.YourBlock.canPlaceBlockAt(par3World, par4, par5, par6))
    		 {
    			 --par1ItemStack.stackSize;
    			 par3World.setBlock(par4, par5, par6, Block.YourBlock.blockID);
    		 }
    		 return true;
    	 }
    }


    Custom Bow:

    NOTE: Sorry for me ranting on about what you can spawn and can't, what you need to know is in the first 2-3 minutes, though there is more customization later on.

    public class ItemTutorialBow extend ItemBow
    {
    //normal item code here:
    }


    GUI Series:

    PART 1:

    private Minecraft mc;
    public boolean onBlockActivated(World world, int x, int y, int z, EntityPlayer player, int i, float f, float g, float t)
    {
    	 mc = ModLoader.getMinecraftInstance();
    	 mc.displayGuiScreen(new GuiYourGUI(world, player, mc));
    	 return true;
    }


    PART 2:

    public class GuiTutorial extends GuiScreen
    {
    private World worldMC;
    private EntityPlayer entityP;
    private Minecraft mineC;
    
    public GuiTutorial(World world, EntityPlayer entityplayer, Minecraft minecraft)
    {
    worldMC = world;
    entityP = entityplayer;
    mineC = minecraft;
    }
    
    public void initGui()
    {
    buttonList.add(new GuiButton(0, width / 2 - 50, height / 2 - 50, 100, 20, "This is a Button!"));
    }
    protected void actionPerformed(GuiButton guiButton)
    {
    if(guiButton.id == 0)
    {
    this.mc.displayGuiScreen(new GuiIngameMenu());
    }
    }
    }


    PART 3:

    public class GuiTutorial extends GuiScreen
    {
    private World worldMC;
    private EntityPlayer entityP;
    private Minecraft mineC;
    
    public GuiTutorial(World world, EntityPlayer entityplayer, Minecraft minecraft)
    {
    worldMC = world;
    entityP = entityplayer;
    mineC = minecraft;
    }
    
    public void initGui()
    {
    buttonList.add(new GuiButton(0, width / 2 - 50, height / 2 - 50, 100, 20, "This is a Button!"));
    }
    protected void actionPerformed(GuiButton guiButton)
    {
    if(guiButton.id == 0)
    {
    this.drawCenteredString(fontRenderer, "This is a String!", width / 2 - 80, height / 2 - 80, 0xffffff);
    }
    }
    
    public void drawScreen(int i, int j, float f)
    {
    this.drawDefaultBackground();
    this.drawCenteredString(fontRenderer, "This is a String!", width / 2 - 80, height / 2 - 20, 0xffffff);
    
    super.drawScreen(i, j, f);
    }
    }


    Part 4:



    Bigger text:
    public void drawScreen(int i, int j, float f)
    {
    this.drawDefaultBackground();
    
    GL11.glPushMatrix();
    GL11.glScalef(2.0F, 2.0F, 2.0F);
    this.drawCenteredString(fontRenderer, "This is a String!", width / 2 - 80, height / 2 - 20, 0xffffff);
    GL11.glPopMatrix();
    
    super.drawScreen(i, j, f);
    }


    Right Click:
    ---GuiScreenMod.class:
    package mods.TechRev.marko5049.Tutorials;
    import org.lwjgl.input.Keyboard;
    import org.lwjgl.input.Mouse;
    import net.minecraft.client.Minecraft;
    import net.minecraft.client.gui.GuiButton;
    import net.minecraft.client.gui.GuiScreen;
    public class GuiScreenMod extends GuiScreen
    {
    private GuiButton selectedButton = null;
    private int eventButton = 0;
    private long field_85043_c = 0L;
    private int field_92018_d = 0;
    
    protected void mouseRClicked(int par1, int par2, int par3)
    {
    	 if (par3 == 1)
    	 {
    		 for (int l = 0; l < this.buttonList.size(); ++l)
    		 {
    			 GuiButton guibutton = (GuiButton)this.buttonList.get(l);
    			 if (guibutton.mousePressed(this.mc, par1, par2))
    			 {
    				 this.selectedButton = guibutton;
    				 this.mc.sndManager.playSoundFX("random.click", 1.0F, 1.0F);
    				 this.actionRPerformed(guibutton);
    			 }
    		 }
    	 }
    }
    
    public void handleInput()
    {
    	 while (Mouse.next())
    	 {
    		 this.handleMouseInput();
    	 }
    	 while (Keyboard.next())
    	 {
    		 this.handleKeyboardInput();
    	 }
    }
    
    public void handleMouseInput()
    {
    	 int i = Mouse.getEventX() * this.width / this.mc.displayWidth;
    	 int j = this.height - Mouse.getEventY() * this.height / this.mc.displayHeight - 1;
    	 if (Mouse.getEventButtonState())
    	 {
    		 if (this.mc.gameSettings.touchscreen && this.field_92018_d++ > 0)
    		 {
    			 return;
    		 }
    		 this.eventButton = Mouse.getEventButton();
    		 this.field_85043_c = Minecraft.getSystemTime();
    		 this.mouseRClicked(i, j, this.eventButton);
    		 this.mouseClicked(i, j, this.eventButton);
    	 }
    	 else if (Mouse.getEventButton() != -1)
    	 {
    		 if (this.mc.gameSettings.touchscreen && --this.field_92018_d > 0)
    		 {
    			 return;
    		 }
    		 this.eventButton = -1;
    		 this.mouseMovedOrUp(i, j, Mouse.getEventButton());
    	 }
    	 else if (this.eventButton != -1 && this.field_85043_c > 0L)
    	 {
    		 long k = Minecraft.getSystemTime() - this.field_85043_c;
    		 this.func_85041_a(i, j, this.eventButton, k);
    	 }
    }
    
    
    public void actionRPerformed(GuiButton guibutton) {}
    }

    ---GuiTutorial.class:
    public void actionRPerformed(GuiButton guiButton)
    {
    if(guiButton.id == 0)
    {
    this.drawCenteredString(fontRenderer, "This is a String!, Right", width / 2 - 80, height / 2 - 80, 0xffffff);
    }
    }



    Excuse my spelling mistakes!
    Don't forget to leave criticism, this will help me improve my tutorials.

    Important Information:
    -Weekly Update:

    Quote from marko5049

    Sorry for my inactiveness lately, I have had a handful of school work to deal with as well as dealing with my loving family. :)
    Thanks so much for all the great support, my channel is about to reach 750 views and I can't wait.
    I thank you all! :) :) :) :) :)
    My new GUI tutorial is out, it shows you how to add right click to buttons and make the text in the GUI bigger or smaller.
    I have had a mental black and I am running out of things to teach you guys in the GUI series, So if you have any please tell me!

    -Regards
    marko5049
    Posted in: Mapping and Modding Tutorials
  • 1

    posted a message on Why is my multi-textured block not textured in the world?
    Here you go:
    IT ISNT THE UTIL !!! thought you might wanna know.
    public static String sharedMachineTexture = "TechRev:Computer";
    public static String[] allocatorTextures = {
    "TechRev:Computer", "TechRev:ComputerFront", "TechRev:Computer", "TechRev:Computer"
    };
    public static String[] fanTextures = {
    "T145/mopads/machines/fan/frontoff", "T145/mopads/machines/fan/fronton", "T145/mopads/machines/fan/side"
    };
    
    protected Random r = new Random();
    @SideOnly(Side.CLIENT)
    private Icon pfaeffTopBottom;
    @SideOnly(Side.CLIENT)
    private Icon allocatorBack;
    @SideOnly(Side.CLIENT)
    private Icon allocatorFront;
    @SideOnly(Side.CLIENT)
    private Icon allocatorLeftSide;
    @SideOnly(Side.CLIENT)
    private Icon allocatorRightSide;
    
    @SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister iconRegister) {
    pfaeffTopBottom = iconRegister.registerIcon(sharedMachineTexture);
    allocatorBack = iconRegister.registerIcon(allocatorTextures[0]);
    allocatorFront = iconRegister.registerIcon(allocatorTextures[1]);
    allocatorLeftSide = iconRegister.registerIcon(allocatorTextures[2]);
    allocatorRightSide = iconRegister.registerIcon(allocatorTextures[3]);
    }
    
    
    public Icon getIcon(int par1, int par2)
    {
    	 par2 = 5;
    	 return par1 == 1 ? this.pfaeffTopBottom : (par1 == 0 ? this.pfaeffTopBottom : (par1 == 2 ? this.allocatorRightSide : (par1 == 3 ? this.allocatorBack : (par1 == 4 ? this.allocatorLeftSide : (par1 != par2 ? this.blockIcon : this.allocatorFront)))));
    }


    You will need to use the new texture system, here is a tutorial on it;

    Dont forget 'setDefaultDirection' =)
    Posted in: Modification Development
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