Alright, I have most of it working. However, it seems I'm not resetting something properly because on servers with large amounts of PVP (armor, arrows stuck in people, etc), I get floating upside down armor in my face, and water (and signs and anything transparent) tends to disappear/float/render weirdly.
You should send him a PM asking for permission to release it. If he isn't planning to update it himself, then he'll probably give permission.
Btw, perhaps if he gives you permission, you should make the mod use the RenderPlayer API instead of modifying base classes.
Of course. I've worked with him in the past though, but it will still be for personal use until I get permission.
Things I have working: the animations, however with default skin I cannot really test the eyes/eyebrows/mouth
I'm also having trouble with getting the image map.
This mod doesn't really modify base classes. It just replaces parts of RenderPlayer using the entity registry (?). It's really well made.
They didn't change the code or how mods work at all. Everyone automatically assumes that because they changed the installation process. The code for mods hasn't changed. Only thing that has changed is the installation.
Before you start talking about something that you know barely anything about, I suggest you try decompiling the MC code and updating the mod yourself.
It's difficult, mainly because there were a lot of behind the scenes updates to how player rendering works. The new texture loading system does not help matters either.
If you manage to update it however, you will get a golden cookie from everyone who is begging for an update. So what are you waiting for?
What I mean by that is that to install the mod currently, you have to place the contents into the minecraft.jar file, thus making it a jar mod. The latest Forge versions no longer allow jar mods, and are only compatible with mods that go in the 'mods' or 'coremods' folders. He is probably making it so that it is possible to install it that way.
My point is he probably has a pretty valid reason for why the update to 1.6.2 for this mod is taking so long, so please be patient.
I installed this mod for 1.5.2 by placing it in the mods folder.
He has a valid reason, the code for loading textures has changed significantly (I tried to update it myself, but couldn't find the skin URL variable, and some methods from RenderPlayer have been entirely removed)
And that means what exactly? The mods that you install in the jar are called jar mods. (almost always modloader mods if I am not mistaken). Non jar mods can edit base classes as well. Therefore your argument is invalid.
This mod uses Forge's entity renderer registry to replace RenderPlayer.
This mod uses Forge.
He doesn't need to make it Forge compatible because it already is.
I don't know about you, but here's what I'm thinking of if anyone is looking for ideas for enchantment effects:
Protection, Projectile Protection, etc - some sort of tessellated forcefield pattern (something like this, or the Crysis 3 armor effect). More specifically, I was thinking of a hex pattern for Blast Protection. Perhaps glowing demonic lines for fire protection? They should cycle too.
Sharpness, Power - a constant beam of electricity arcing across the item.
Bane of Arthropods - a festering, biological animation.
Knockback, Punch - a black hole, or a vortex of some sort. (It doesn't make sense but it would be easy to recognize)
Silk Touch - slowly moving magical silk strands or some sort of similar effect?
These aren't particularly good ideas, and I'm just throwing them out there.
So what's the reason GOOD reason for it not being updated?
Do you want to know the good reason?
The texture loading code for 1.6 has changed significantly, which means the code for loading skins is completely different. Sorry to say but from what it looks like it is going to take a long time to update.
Is there a way to separate the crosshair so that one half renders at the exact position of the player's aim, and the other half renders at the center of the screen?
I'm currently working on a mod which enables freelook/aiming deadzone (the aiming position moves around the screen, instead of being glued to the center). However, I am having issues making the crosshair work.
OBJECTIVES:
Keep the standard crosshair. In addition, render a new one which is always at the true aiming position of the player. It should be the same size no matter what the distance is however.
I'm using the EntityRenderer class, if possible I want to keep everything inside it. All of my past attempts to render a crosshair either cause a crash or don't render anything at all.
I'm unfamiliar with OpenGL and I need some help getting this to work. Everything works except for the crosshair.
Also, another issue I'm having is clipping of the held item at very close ranges. This is not caused by zNear being too long, but instead it being too short. I'm not sure what to make of this.
0
0
Of course. I've worked with him in the past though, but it will still be for personal use until I get permission.
Things I have working: the animations, however with default skin I cannot really test the eyes/eyebrows/mouth
I'm also having trouble with getting the image map.
This mod doesn't really modify base classes. It just replaces parts of RenderPlayer using the entity registry (?). It's really well made.
1
Well, that's the sad thing.
The good news, is that I have an update semi-working. Just cleaning out some derps
0
Before you start talking about something that you know barely anything about, I suggest you try decompiling the MC code and updating the mod yourself.
It's difficult, mainly because there were a lot of behind the scenes updates to how player rendering works. The new texture loading system does not help matters either.
If you manage to update it however, you will get a golden cookie from everyone who is begging for an update. So what are you waiting for?
0
I installed this mod for 1.5.2 by placing it in the mods folder.
He has a valid reason, the code for loading textures has changed significantly (I tried to update it myself, but couldn't find the skin URL variable, and some methods from RenderPlayer have been entirely removed)
0
This mod uses Forge's entity renderer registry to replace RenderPlayer.
This mod uses Forge.
He doesn't need to make it Forge compatible because it already is.
Your argument is invalid.
0
Protection, Projectile Protection, etc - some sort of tessellated forcefield pattern (something like this, or the Crysis 3 armor effect). More specifically, I was thinking of a hex pattern for Blast Protection. Perhaps glowing demonic lines for fire protection? They should cycle too.
Sharpness, Power - a constant beam of electricity arcing across the item.
Bane of Arthropods - a festering, biological animation.
Knockback, Punch - a black hole, or a vortex of some sort. (It doesn't make sense but it would be easy to recognize)
Silk Touch - slowly moving magical silk strands or some sort of similar effect?
These aren't particularly good ideas, and I'm just throwing them out there.
0
Do you want to know the good reason?
The texture loading code for 1.6 has changed significantly, which means the code for loading skins is completely different. Sorry to say but from what it looks like it is going to take a long time to update.
0
0
You need to download the VR dependency file for recording to work.
0
Is it possible to make this mod compatible with TabbyChat?
Thanks.
0
0
0
1
OBJECTIVES:
Keep the standard crosshair. In addition, render a new one which is always at the true aiming position of the player. It should be the same size no matter what the distance is however.
I'm using the EntityRenderer class, if possible I want to keep everything inside it. All of my past attempts to render a crosshair either cause a crash or don't render anything at all.
I'm unfamiliar with OpenGL and I need some help getting this to work. Everything works except for the crosshair.
Also, another issue I'm having is clipping of the held item at very close ranges. This is not caused by zNear being too long, but instead it being too short. I'm not sure what to make of this.