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
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
@SideOnly(Side.CLIENT)
public class RenderGhost extends RenderLiving
{
private static final ResourceLocation NORMAL = new ResourceLocation(ModInfo.MOD_ID + ":textures/entity/ghost/ghost.png");
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.
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The download is now live.
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V. 1.5 is out adding in 1.9 support!
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Just made a video hopefully it explains everything well
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V. 1.4 is out adding in Vine rotation, sand type, sandstone type, and tall grass type metadata support
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Thanks my first time messing with GL so I was wondering what I was doing wrong when I became transparent.
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Check out our first video (by ZaidEmpire) showcasing the current state of the dwarves!
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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
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Sorry but there will never be a 1.7.10 version
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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
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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!
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At the top hover over tools and you can subscribe to the post there without leaving a comment
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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.
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