• 1

    posted a message on GUI Creator, make GUIs in a GUI : SoggyMustache's GUI Creator

    The download is now live.

    Posted in: Minecraft Tools
  • 3

    posted a message on GUI Creator, make GUIs in a GUI : SoggyMustache's GUI Creator

    log

    SoggyMustache's GUI Creator

    Easy to use program made to create GUIs for Minecraft within a GUI.

    Download:


    Current Progress:

    The entire program is for the most part done minor testing to be sure everything works as intended before full release.

    Updates:

    Click here for updates

    ScreenShots:

    The program without any elements

    Basic Example of a GUI


    GIF Example of adding in text


    Credits:

    SoggyMustache - Code

    KnightWorm - Most Art
    Posted in: Minecraft Tools
  • 0

    posted a message on Structure to Java converter! : SoggyMustache's Structure Converter

    V. 1.5 is out adding in 1.9 support!

    Posted in: Minecraft Tools
  • 0

    posted a message on Structure to Java converter! : SoggyMustache's Structure Converter
    Quote from Zassi12»

    could you please add some rudimentary tutorial or showcase video

    sounds completly amazing has great applications for custom mods


    Just made a video hopefully it explains everything well :)
    Posted in: Minecraft Tools
  • 0

    posted a message on Structure to Java converter! : SoggyMustache's Structure Converter

    V. 1.4 is out adding in Vine rotation, sand type, sandstone type, and tall grass type metadata support

    Posted in: Minecraft Tools
  • 1

    posted a message on [1.8] (possibly higher and lower) Partially transparent entities! (fixed)
    Quote from senpaisubaraki»

    GlStateManager.pushMatrix();


    GlStateManager.enableAlpha();
    GlStateManager.enableBlend();
    
    
    GlStateManager.color(1.0F, 1.0F, 1.0F, 0.5F);
    
    
    super.doRender(entity, x, y, z, f, partialTicks);
    
    
    GlStateManager.color(1.0F, 1.0F, 1.0F, 1F);
    
    
    GlStateManager.disableAlpha();
    GlStateManager.disableBlend();
    
    
    GlStateManager.popMatrix();


    dont forget to recolor to white, and disable the alpha and blend matrix !

    If you don't do that, you're going to get some weird results in gui's and item rendering when looking at the mob, or if used anywhere else !


    Thanks my first time messing with GL so I was wondering what I was doing wrong when I became transparent.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Structure to Java converter! : SoggyMustache's Structure Converter
    SoggyMustache's Schematic Converter!

    .schematic to .java converter 1.8+

    Convert .schematic to .java without the hassle of using an old converter and needing to change all the code! SoggyMustache's Schematic Converter converts schematic to java will rotation, color, and variant support!

    Support:

    V.1.5: 1.9 Support
    V.1.4: Vine rotation, sand type, sandstone type, and tall grass type metadata support
    V.1: stair rotations, wool colors, wood types : 1.8

    How to use:

    1: download
    2: run executable jar
    3: Type in structure name in first box
    4: Select open or type your path in the second text box to negate to your schematic file
    5: select an output location (directory not file)
    6: Select version
    7: Click convert!
    8: add the .java file generate to your mod :)
    9: Consider donating or leaving credit?

    Screenshots:


    Donate to support development:

    DOWNLOAD:


    Planned Features:

    -1.10 support
    -More block variant support

    Updates

    1.5: 1.9 support

    1.4: Vine rotation, sand type, sandstone type, and tall grass type metadata support

    1.3: exception catching for log type not functioning properly (makes your game not crash if my program is broken)

    1.2: fix spelling

    1.1: fixed issue where log, leaf, and planks would be given stair attributes

    1.0: initial release

    Tutorial

    Posted in: Minecraft Tools
  • 1

    posted a message on Mythical Beings Mod [1.8] Tons of crazy new mobs!


    Check out our first video (by ZaidEmpire) showcasing the current state of the dwarves!

    Posted in: WIP Mods
  • 0

    posted a message on Mythical Beings Mod [1.8] Tons of crazy new mobs!

    Hey everyone! we just made a YouTube and a twitter where we will be posting a lot more information about the mod! check it out here Twitter YouTube

    Posted in: WIP Mods
  • 0

    posted a message on WMATM Vehicles [1.8.x / 1.9.x / 1.10.x] OVER 1,000+ CUSTOMIZATION COMBINATIONS
    Quote from Gypsy289»

    Thanks for the new version. it runs.

    But now I will playing on version 1.7.10. Coming this mod later or never?


    Sorry but there will never be a 1.7.10 version
    Posted in: WIP Mods
  • 1

    posted a message on [1.8] (possibly higher and lower) Partially transparent entities! (fixed)

    After trying forever to get (partially) transparent mobs I finally found a way to do it, I know this works in 1.8 although I am not sure about higher or lower versions.


    For this you just need your entity with access to it's render class

    =====================================================


    If your render class doesn't already have a doRender method you need to add it

    It should look like the following


    @Override
    public void doRender(Entity entity, double x, double y, double z, float f, float partialTicks) {


    super.doRender(entity, x, y, z, f, partialTicks);
    }


    Now that you have a spot to place the transparency code we can start, within the doRender method place the following


    //New code credit to senpaisubaraki

    GlStateManager.pushMatrix();

    GlStateManager.enableAlpha();
    GlStateManager.enableBlend();


    GlStateManager.color(1.0F, 1.0F, 1.0F, 0.5F);


    super.doRender(entity, x, y, z, f, partialTicks);


    GlStateManager.color(1.0F, 1.0F, 1.0F, 1F);


    GlStateManager.disableAlpha();
    GlStateManager.disableBlend();


    GlStateManager.popMatrix();


    We are first setting the R, G, B to 1.0F then we set the alpha to 0.5F you can adjust the number to fit your needs


    That's it, if you need help leave a comment, below is my full render class for my entity if anyone happens to need it :)


    (don't forget to like the post if it helped)


    My full render class


    package net.soggymustache.tutorial.entity.ghost;


    import org.lwjgl.opengl.GL11;

    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.renderer.GlStateManager;
    import net.minecraft.client.renderer.culling.ICamera;
    import net.minecraft.client.renderer.entity.RenderLiving;
    import net.minecraft.client.renderer.entity.RenderManager;
    import net.minecraft.entity.Entity;
    import net.minecraft.util.ResourceLocation;
    import net.minecraftforge.fml.relauncher.Side;
    import net.minecraftforge.fml.relauncher.SideOnly;
    import net.soggymustache.tutorial.ModInfo;


    @SideOnly(Side.CLIENT)
    public class RenderGhost extends RenderLiving
    {
    private static final ResourceLocation NORMAL = new ResourceLocation(ModInfo.MOD_ID + ":textures/entity/ghost/ghost.png");

    public RenderGhost(RenderManager rm, ModelBase mb, float f)
    {
    super(rm, mb, f);

    }

    protected ResourceLocation resourceLoc(EntityGhost p_177125_1_)
    {
    return NORMAL;
    }

    @Override
    public void doRender(Entity entity, double x, double y, double z, float f, float partialTicks) {
    GlStateManager.pushMatrix();

    GlStateManager.enableAlpha();
    GlStateManager.enableBlend();


    GlStateManager.color(1.0F, 1.0F, 1.0F, 0.5F);


    super.doRender(entity, x, y, z, f, partialTicks);


    GlStateManager.color(1.0F, 1.0F, 1.0F, 1F);


    GlStateManager.disableAlpha();
    GlStateManager.disableBlend();


    GlStateManager.popMatrix();

    }

    protected ResourceLocation getEntityTexture(Entity entity)
    {
    return this.resourceLoc((EntityGhost)entity);
    }
    }


    FINAL RESULT


    Posted in: Mapping and Modding Tutorials
  • 3

    posted a message on Zoo and Wild Animals Mod: Rebuilt

    FAQ


    Q: When will you release the mod

    A: Not for a while it is being recoded


    Q: Will you make it for this version

    A: If it is 1.8 < we will most likely make it (no promises)


    Q: Can you add this animal

    A: Add it to the request list


    Q: Can you add this extinct animal
    A: NO, for the millionth time we are not adding extinct animals to this mod, it is about living animals


    C: (comment) I want you to add this, so I'm gonna just spam you until you add it

    R: (our response) Please just don't, you only make us not want to add the thing you request the more you demand it



    ALSO


    READ THE ToS OF COMMENTS, HALF THE STUFF YOU SAY CAN EASILY BE REPORTED!

    Posted in: WIP Mods
  • 0

    posted a message on Prehistoric Eclipse mod (new thread)
    Quote from gigaspinorex»

    (posting to follow)


    At the top hover over tools and you can subscribe to the post there without leaving a comment :)
    Posted in: WIP Mods
  • 0

    posted a message on Mythical Beings Mod [1.8] Tons of crazy new mobs!
    Quote from SrPTGamer»

    when can we download the mod?


    When the mod is released ;)

    All jokes aside not really sure we are adding in core features right now but we need to add a lot more things, we focused on entities for the first stage, now we are working on the gameplay making everything just as unique and fun as the entites.
    Posted in: WIP Mods
  • 0

    posted a message on Mythical Beings Mod [1.8] Tons of crazy new mobs!
    Quote from moses24713»

    Looks cool


    :)
    Posted in: WIP Mods
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