• 0

    posted a message on Entity issues for 1.10.2

    My mob seems to have a bugged AI. When moving, it skips to where it should be (sorta like teleporting), stops momentarily, then does so again.


    Not sure what is causing this. Is there any way to make the mob have a smooth transition from one destination to another? (like, how the Zombie transitions slowly and smoothly from one position to say, the player)?


    Thanks for any help.

    Posted in: Modification Development
  • 0

    posted a message on preRenderCallBack for 1.10.2?

    Nevermind. Figured it out.

    Posted in: Modification Development
  • 0

    posted a message on preRenderCallBack for 1.10.2?
    Quote from Choonster»

    preRenderCallback still exists in RenderLivingBase, which is extended by RenderLiving.


    doRenderLiving no longer exists, I suggest you delete this method and renderZealot from your class.


    Always annotate override methods with @Override so you get a compilation error if they don't actually override anything. Your IDE should be able to generate override methods with the correct signature and annotation for you.


    Yeah, I try to bring the method into the class, like so:



    @Override
    	protected void preRenderCallback(T entitylivingbaseIn, float partialTickTime) {
    	
    	}

    Java doesn't like when I do this, though. It complains that "The method preRenderCallback(T, float) of type RenderZealot<T> must override or implement a supertype method"



    Not sure entirely what it wants.

    Posted in: Modification Development
  • 0

    posted a message on preRenderCallBack for 1.10.2?

    Hello all!


    I am trying to call override the method "preRenderCallBack" so I can rescale an entity model to be the correct size.


    I did this for 1.7.10 on the same entity, but unfortunately, it seems like I can not do it directly now. Anyone know how to achieve this scaling?


    render class code:


    package net.bvanseghi.starcraft.renderer;
    
    import net.bvanseghi.starcraft.entity.EntityZealot;
    import net.bvanseghi.starcraft.lib.Reference;
    import net.bvanseghi.starcraft.model.ModelZealot;
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.renderer.entity.RenderLiving;
    import net.minecraft.client.renderer.entity.RenderManager;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.EntityLiving;
    import net.minecraft.util.ResourceLocation;
    
    public class RenderZealot<T> extends RenderLiving<EntityZealot> {
    
    	private static final ResourceLocation ZEALOT_TEXTURES = new ResourceLocation(
    			Reference.MODID + ":" + "textures/model/zealot.png");
    
    	protected ModelZealot modelEntity;
    
    	public RenderZealot(RenderManager renderManagerIn, ModelBase modelBaseIn, float shadowSizeIn) {
    		super(renderManagerIn, modelBaseIn, shadowSizeIn);
    
    		modelEntity = ((ModelZealot) mainModel);
    	}
    
    	public void renderZealot(EntityZealot entity, double x, double y, double z, float u, float v) {
    		super.doRender(entity, x, y, z, u, v);
    	}
    
    	public void doRenderLiving(EntityLiving entityLiving, double x, double y, double z, float u, float v) {
    		renderZealot((EntityZealot) entityLiving, x, y, z, u, v);
    	}
    	
    	public void doRender(EntityZealot entity, double x, double y, double z, float entityYaw, float partialTicks)
        {
            super.doRender(entity, x, y, z, entityYaw, partialTicks);
    
            if (!this.renderOutlines)
            {
                this.renderLeash(entity, x, y, z, entityYaw, partialTicks);
            }
        }
    
    	@Override
    	protected ResourceLocation getEntityTexture(EntityZealot entity) {
    		return ZEALOT_TEXTURES;
    	}
    
    }
    


    Posted in: Modification Development
  • 0

    posted a message on Looking for Mod Developers for the Starcraft Mod!

    Looking for developers!


    We need modelers, mostly. Any other talent is handy.


    If you are good in forge, that is cool too.


    Currently, we are sitting at 13 developers, but more are welcome!!


    We use Discord to communicate. If youre interested, check us out:


    https://discord.gg/WqDkAXQ

    Posted in: Modification Development
  • 0

    posted a message on Looking for modelers!

    Hello! I am looking for modelers to be a part of my development team for a mod. There are little requirements, but ill list them here:

    - Must be able to work with Tabula (Techne not supported by us).

    - Must be good at making models


    The game we are making our mod based off of is Starcraft, so go ahead and look at some of the mobs for that game before you get yourself into something that seems tough!


    We have a Discord for the mod, if you want to come there and apply, or hang out and check out the mod, click here: https://discord.gg/WqDkAXQ


    Current team:

    bvanseghi (head developer)

    Wundrweapon (second in command developer)

    CraftSpider (Mysterious developer)

    Bloody_Enderman (developer)

    Valiec (ghost developer)

    ccc (Awesome texturer developer dood)

    LittleMac117 (Head modeler)

    solarapple (weird tester guy)

    CripplingDepression (Name is here just because its funny)

    Psyender_naut (texturer server master man)

    Posted in: Mods Discussion
  • 0

    posted a message on Metadata blocks using different resistances?

    Well, I am using metadata for ores.


    I made dimensions which uses both custom ores and mc ores in its world gen, the only problem is they all have the same things across them, i.e, harvest level req, tool req, blast resist, etc. This is problematic when diamond ore can be mined with stone, haha :P


    It is a full meta block, meaning 0-15 values.


    And the first method seems sound. I'll try that and get back to this thread.

    Posted in: Modification Development
  • 0

    posted a message on Metadata blocks using different resistances?

    So, would it be something like:


    public float getExplosionResistance(Entity p_149638_1_, int meta, World world, int x, int y, int z, double d1, double d2, double d3) //use the meta to control the resistance for each block?
    {


    return this.blockResistance / 5.0F;
    }


    EDIT: Sorry if this seems really bad, but I am not the best with manipulating meta.

    Posted in: Modification Development
  • 0

    posted a message on Metadata blocks using different resistances?

    -snip-

    Posted in: Modification Development
  • 0

    posted a message on Metadata blocks using different resistances?

    How can I make different metadata blocks have different resistances, light values, etc.?

    Posted in: Modification Development
  • 0

    posted a message on Help with making a multi-layered block (like snow covers)

    bump



    This is a question unanswered to this day. Please help!

    Posted in: Mods Discussion
  • 0

    posted a message on [SOLVED] Dropping items from meta blocks

    This is for 1.7.10 forge.



    How can I make a meta block drop a specified item, and then have a different meta block drop an item different from the other item? Thanks!

    Posted in: Modification Development
  • 2

    posted a message on Microsoft purged the potential of minecraft.

    What are you talking about???


    All Microsoft does is get a cut of the spoils.


    Mojang still runs Minecraft, and now that they are partners with Microsoft, they have even DEEPER pockets and can update at a much faster pace now.


    Microsoft in no way tampers with Minecraft itself. Maybe its goods and such, but not the game.


    Think and research before you post.

    Posted in: Discussion
  • 0

    posted a message on StarCraft 2 Mod
    Quote from XxGamerGuyxX69»

    any progress on the mod ? that u can share ?


    This is the wrong forum. You can find the link to the correct forum somewhere above.
    Posted in: Mods Discussion
  • 0

    posted a message on How to generate large structures?

    Ah, I see.... the structures are broken up into parts. And then generated like that... ugh. That's gonna suck. But I am making a temple like structure above ground, so that will be... okay? I dunno.


    Well thanks for helping.

    Posted in: Modification Development
  • To post a comment, please .