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    posted a message on Copious Dogs Mod
    Quote from sarahbe1»

    The 1.10.2 version is a bit bugged out xD


    fixed in this coming version! :)
    I want to skip another beta and shoot right for a release! <3 can't wait for everyone to see the releases we have set!
    Posted in: WIP Mods
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    posted a message on inheritRenderPass() etc from 1.7.10 to 1.8 and 1.10.2

    Thank you very much! Solved! :)

    this worked like a charm! for future post readers the function works the exact same it's just called from a different class ---> as Choonster said! <3

    Posted in: Modification Development
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    posted a message on inheritRenderPass() etc from 1.7.10 to 1.8 and 1.10.2
    Quote from Choonster»

    I thought you were talking about item models, not entity models.


    For entity models, render passes were replaced by the LayerRenderer system. Look at RenderSheep/LayerSheepWool, RenderWolf/LayerWolfCollar and RenderCreeper/LayerCreeperCharge for some examples of conditional overlays.


    Thank you so much! this is a lot more help than I was expecting! :)
    one more thing... where is this initialed? or is it only called by RenderWolf ?

    again I couldn't thank you enough! :) I'm very greatful! <3
    Posted in: Modification Development
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    posted a message on inheritRenderPass() etc from 1.7.10 to 1.8 and 1.10.2
    Quote from Choonster»

    Then just create another model that includes that texture and register an IItemColor to colour it at runtime. How you tell Minecraft to use this model depends on where you're storing the value that controls the presence of the layer.


    That may help me understand what you're trying to do.

    https://pastebin.com/2M0Gc7nv
    I don't know if I should have used comments to explain everything because I know you most likely know what's what

    How it works is the player uses an item which uses dye metadata and right clicks the mob, the mob then gains a layer texture over the current with a GL colored texture
    Posted in: Modification Development
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    posted a message on inheritRenderPass() etc from 1.7.10 to 1.8 and 1.10.2
    Quote from Choonster»

    How dynamic is this layer? Is it always the same texture? Is it always a single layer, or can there be multiple layers? Where in the ItemStack are you storing the value that controls the presence of the layer?

    It's always the same texture but it's supposed to be colored using the item dye and fleeceColorTable

    would you like the code for the Render class?
    Posted in: Modification Development
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    posted a message on inheritRenderPass() etc from 1.7.10 to 1.8 and 1.10.2
    Quote from Choonster»

    Items are now rendered as models rather than texture layers, so those methods don't have direct counterparts. What are you trying to achieve?


    The builtin/generated model is used to create a simple flat item model from multiple textures. In 1.9+, your simple item models should extend item/generated, which extends builtin/generated and specifies the default display transformations.


    There are also models like item/handheld that extend item/generated and re-define some display transformations to change how the model is displayed (item/handheld is used for tools).


    I'm using it to render a texture layer on a model, like when the player interacts with the entity with an item it places a layer ontop of the current texture
    Posted in: Modification Development
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    posted a message on inheritRenderPass() etc from 1.7.10 to 1.8 and 1.10.2

    What did inheritRenderPass, setRenderPassModel(renderPass) and shouldRenderPass() change to?


    I've been looking everywhere and experimenting and can't seem to get any results... does anyone have a clue about this?

    Posted in: Modification Development
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    posted a message on Buildable mobs like EntitySnowman ?
    Quote from UpcraftLP»

    the pumpkin ckechs if the two blocks below are snow blocks and then replaces them with air and spawns a snow golem. look at the blocks's class for more detail ;)


    is there any way to override the vanilla pumpkin? I would really like to add my own mob but I don't want to replace vanilla class files...
    Posted in: Modification Development
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    posted a message on Buildable mobs like EntitySnowman ?

    is it the blocks that allow you to build the snowman? because I want to make a buildable mod without making custom blocks

    Posted in: Modification Development
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    posted a message on EntitySheep.fleeceColorTable
    Quote from UpcraftLP»

    call EntitySheep.getDyeRGB() for the values of net.minecraft.item.EnumDyeColor.


    right, I figured this... but How would I convert a float to this?


    				int j = ItemDogCollar.getItemFromDye(dog.getCollarColor());
    				float[] color = EntitySheep.getDyeRgb(dyeColor) //.fleeceColorTable[j];

    I'm currently trying to figure this change out but so far have nothing...

    Posted in: Modification Development
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    posted a message on EntitySheep.fleeceColorTable

    How would one port this to 1.8 and 1.10?

    I've been looking through this for a while now and Can't seem to find anything...


    float[] color = EntitySheep.fleeceColorTable[j];


    any kick in the right Direction is highly appreciated as usual! :)


    EDIT:

    I solved it myself by just self referencing in the same script



    public static final float[][] fleeceColorTable = new float[][] {{1.0F, 1.0F, 1.0F}, {0.85F, 0.5F, 0.2F}, {0.7F, 0.3F, 0.85F}, {0.4F, 0.6F, 0.85F}, {0.9F, 0.9F, 0.2F}, {0.5F, 0.8F, 0.1F}, {0.95F, 0.5F, 0.65F}, {0.3F, 0.3F, 0.3F}, {0.6F, 0.6F, 0.6F}, {0.3F, 0.5F, 0.6F}, {0.5F, 0.25F, 0.7F}, {0.2F, 0.3F, 0.7F}, {0.4F, 0.3F, 0.2F}, {0.4F, 0.5F, 0.2F}, {0.6F, 0.2F, 0.2F}, {0.1F, 0.1F, 0.1F}};
    Posted in: Modification Development
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    posted a message on Copious Dogs Mod
    Quote from KittyGurlZ»

    Do you have any sort of video of this?
    or does anyone else or atleast anyone can confirm?

    I have done everything with dog dishes to try to recreate this even dropping them on dogs heads (lightly ;)) but they don't die?
    I'm really curious of what I could have gotten wrong.
    Posted in: WIP Mods
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    posted a message on ########## GL ERROR ########## @ Post render 1285: Out of memory
    Quote from Choonster»


    That's almost entirely incorrect.

    You first need to call OBJLoader.instance.addDomain with your resource domain (lowercase mod ID) to allow OBJ models to be loaded from it. You can then call ModelLoader.setCustomModelResourceLocation/setCustomMeshDefinition to tell Minecraft which model to use for your Item.

    To show and hide model parts, you need to override Block#createBlockState to create and return an ExtendedBlockState that includes OBJModel.OBJProperty.instance. You also need to override Block#getExtendedState to cast the IBlockState argument to IExtendedBlockState and set the value of OBJModel.OBJProperty.instance to a new OBJState instance that shows the appropriate model parts. The OBJState constructor takes a list of group names to set the visibility of and the visibility to set for them (true to show, false to hide).


    You may also need to call World#markBlockRangeForRenderUpdate whenever the visible groups change.


    The example I linked stores the list of visible groups in the TileEntity and uses continuous numeric names for its groups so it can easily decide which groups to show based on the counter.


    Alright... I think I'm understanding, I'll re look everything. Thanks for the explanation!
    Posted in: Modification Development
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    posted a message on ########## GL ERROR ########## @ Post render 1285: Out of memory
    Quote from Choonster»


    In 1.8, you need to use OBJProperty and OBJState. Forge has an example here.

    In 1.10.2, you need to use AnimationProperty and IModelState. Forge has an example (the same one updated) here.


    I can't understand at all How this works...

    so in the main class under the preinit I call

    B3DLoader.INSTANCE.addDomain(MODID.toLowerCase());
    Item item = Item.getItemFromBlock(CustomModelBlock.instance);
    ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(MODID.toLowerCase() + ":" + CustomModelBlock.name, "inventory"));

    and in the TileEntityRenderer instead of Model.Renderpart("Food"); ##Like it used to be
    I put OBJModel.OBJProperty.valueOf("Food"); ?
    if this sounds like I'm not trying I apologize but after looking over the example I'm kind of getting that it may work off of a form of MetaData? which I figured got removed. :P

    I'll keep trying to make sense of it but atm I'm kind of lacking a bit in understanding how this is supposed to render the model part by part
    Posted in: Modification Development
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    posted a message on Copious Dogs Mod
    Quote from amer_Alma101x»

    When is 1.8 coming out?


    Oh btw sorry I was kind of sick lately, 1.8 has been officially released.

    http://copiousdogs.snubmansters.com/p/181.html
    Posted in: WIP Mods
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