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    posted a message on Clear Glass [Connected Textures]
    Quote from Mrgts»

    Which shader pack?
    Which mc version?
    Is it shaders mod or optifine's shader mod and version of them?
    Are you using any other mods?
    and please, upload your options files [ options.txt | optionsof.txt | optionsshaders.txt ]

    i don't remember which shader version it was, but after retesting it would seem something was just out of date or something like that. after updating to 1.11.2 minecraft and optifine. then installing the SEUSv11.0 shader pack. the same problem does not occur. although, while this was probably intentional, the stained glass appears blurry. but stained glass in real life looks that way so no harm done.
    Posted in: Resource Packs
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    posted a message on Clear Glass [Connected Textures]

    I noticed that if you use a shader pack with this, that the stained glass turns black and you can't really see through it

    Posted in: Resource Packs
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    posted a message on Clear Glass [Connected Textures]

    alright, the reason i mentioned it is because i used his pack as a sort of learning material to learn how to do connected textures. the only thing i couldn't figure out is glass panes so do you mind if i use your pack to do that now? also how did you fix the missing corners i spent forever trying to figure that out and it just didn't make sense to me.

    Posted in: Resource Packs
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    posted a message on Clear Glass [Connected Textures]

    The screen shots look exactly the same as another clear glass resource pack from someone named shockingshots (I think that was his name) did you hijack the pack when he stopped making it, or was it a coincidence. either way it doesn't matter, I was just curious, also did you happen to figure out how to get glass panes to connect, I can't download the pack right now so I'm not sure

    Posted in: Resource Packs
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    posted a message on {NO LONGER SUPPORTED, PLEASE CHECK UPDATED LINK IN TOP POST} Clear Glass Connected Textures [32x]

    Also I'm not sure if you knew this or not but optifine has had a lot of problems with glass panes in the past, so it's probably optifines fault not yours.

    Posted in: Resource Packs
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    posted a message on {NO LONGER SUPPORTED, PLEASE CHECK UPDATED LINK IN TOP POST} Clear Glass Connected Textures [32x]

    I used your pack as a reference to figure out how connected textures work, and I got them working but while testing it I noticed that when placed a certain way there is a missing pixel in the corner.

    Pretend the square brackets below are glass blocks. When placed in this way, the corner where the right and bottom blocks meet is missing a pixel I'm not sure how to go about fixing this but I was hoping you might know.

    [ ]|[ ]

    [ ]|

    Here's a picture of this on a 16x16 texture so it's easier to see

    http://imgur.com/QHFoDXr

    Posted in: Resource Packs
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    posted a message on border-less stained glass Texture code issues

    Who needs connected textures when you don't need the border in the first place!!


    the code for this ended up being much simpler than connected textures was last time i attempted to use it....in 1.6.4....


    thanks anyways Choonster what you said showed me where i was flawed allthough the shouldBlockBeRendered thing didnt work..


    it turns out before i had public class BlockInfused_Glass extends Block {, instead of public class BlockInfused_Glass extends BlockBreakable


    i just added it and copied the fields from stained glass.class and it worked.

    Posted in: Modification Development
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    posted a message on border-less stained glass Texture code issues

    i tried doing what you said all kinds of ways but it didnt work so i started messing around with the stainedglass.class file from net.minecraft.blocks

    and i switched around some fields and it works all of a sudden :)

    Code:



    import java.util.Random;

    import net.minecraft.block.BlockBreakable;
    import net.minecraft.block.material.Material;
    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;

    public class BlockInfused_Glass extends BlockBreakable {

    public BlockInfused_Glass(Material p_i45427_1_) {
    super("ed:blockInfused_Glass", p_i45427_1_, false);
    this.setStepSound(soundTypeGlass);
    }

    @Override
    public boolean isOpaqueCube() {
    return false;
    }

    @SideOnly(Side.CLIENT)
    public int getRenderBlockPass() {
    return 1;
    }

    protected boolean canSilkHarvest() {
    return true;
    }

    public int quantityDropped(Random p_149745_1_) {
    return 0;
    }

    @SideOnly(Side.CLIENT)
    public static int func_149997_b(int p_149997_0_) {
    return ~p_149997_0_ & 15;
    }
    }


    Posted in: Modification Development
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    posted a message on border-less stained glass Texture code issues

    You're on these forums alot arent you :)


    Ok I'll try that

    Posted in: Modification Development
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    posted a message on border-less stained glass Texture code issues

    I did some fixing and i finally found the library folder and the class file for stained glass and I fixed one issue but found another.


    Now it looks like this:








    NEW CODE:



    public BlockInfused_Glass(Material material) {
    super(material);
    this.setStepSound(soundTypeGlass);
    }

    @Override
    public boolean isOpaqueCube() {
    return false;
    }

    @SideOnly(Side.CLIENT)
    public int getRenderBlockPass() {
    return 1;
    }

    protected boolean canSilkHarvest() {
    return true;
    }

    public int quantityDropped(Random p_149745_1_) {
    return 0;
    }

    @SideOnly(Side.CLIENT)
    public static int func_149997_b(int p_149997_0_) {
    return ~p_149997_0_ & 15;
    }
    }


    Posted in: Modification Development
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    posted a message on border-less stained glass Texture code issues

    I'm trying to make a custom version of stained glass that has no borders and is just tinted a light blue but no matter how i change the texture it is either invisible of completely solid, there is no in-between. also the render in my hand is different than in the inventory or when it is placed.


    Is this fixable through code or is there something I'm doing wrong with my texturing?


    I'm thinking that I need to add some code for it because if I switch the block texture to something like light blue stained glass it still doesn't work. so i think the reason any stained glass is tinted like that is because of code not texture but i don't know what code, because my eclipse got setup weird and i don't have any reference libraries for vanilla items


    CODE:


    public class BlockInfused_Glass extends Block {

    public BlockInfused_Glass(Material material) {
    super(material);
    this.setStepSound(soundTypeGlass);
    }
    @Override
    public boolean isOpaqueCube() {
    return false;
    }
    }

    Posted in: Modification Development
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    posted a message on Flight when wearing full armor set

    i sent a pm with my skype name

    Posted in: Modification Development
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    posted a message on Flight when wearing full armor set

    lol yeah its natsu

    Posted in: Modification Development
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