Problem. when i dropblocks the drop form it doesnt appear and it crashes when i try to pick it up i know what classes it messes up but i dont know how to fix it
Error:
Code:
at net.minecraft.src.Render.loadTexture(Render.java:27)
at net.minecraft.src.RenderItem.doRenderItem(RenderItem.java:49)
at net.minecraft.src.RenderItem.doRender(RenderItem.java:342)
at net.minecraft.src.RenderManager.renderEntityWithPosYaw(RenderManager.java:158)
at net.minecraft.src.EntityPickupFX.renderParticle(EntityPickupFX.java:48)
at net.minecraft.src.EffectRenderer.func_1187_b(EffectRenderer.java:115)
at net.minecraft.src.EntityRenderer.renderWorld(EntityRenderer.java:903)
at net.minecraft.src.EntityRenderer.updateCameraAndRender(EntityRenderer.java:735)
at net.minecraft.src.EntityRendererProxy.updateCameraAndRender(EntityRendererProxy.java:17)
at net.minecraft.client.Minecraft.runGameLoop(Minecraft.java:737)
at net.minecraft.client.Minecraft.run(Minecraft.java:634)
at java.lang.Thread.run(Thread.java:680)
Didn't you forget to change the renderAsNormalBlock function in Block.java?
good tut but two problems: when fullbright is on things like cactus and sugar cane and tallgrass etc. don't get lit up like the blocks and second when xray is on the blocks aren't well lit up unless they're exposed to the light. I have fullbright working and here's my code:
Code:
public float getBlockBrightness(IBlockAccess iblockaccess, int i, int j, int k)
{
if(Hacks.fullbright || Hacks.xray) {
return 1000F;
} else {
return iblockaccess.getBrightness(i, j, k, lightValue[blockID]);
}
}
public int getMixedBrightnessForBlock(IBlockAccess iblockaccess, int i, int j, int k)
{
if(Hacks.fullbright || Hacks.xray) {
return 1000;
}else {
return iblockaccess.getLightBrightnessForSkyBlocks(i, j, k, lightValue[blockID]);
}
}
Hm..
The xray works, but the ores are also transparent..
when I have xray turned on, and I go to type something in the chat, or if I hit the Escape key, then the ores are fully opaque, but as soon as I go back in-game or exit the text-box, they revert to being see-through..
Here's what I mean:
With Xray only: 5a921b33057614fe7d1778a9d10776b3.png
With Xray while typing: 621f5c88cfdc38d2dd67a8f813c7f19d.png
Now, before you think I just skidded the code and started complaining 'cause it didn't work right, think again - I've double-checked everything, I changed the 90 in (public static int opacity = 90), to see if it was the amount of opacity, but it wasn't, I've looked at other opacity tutorials to see if there was something else I missed, and once again, I have everything in-tact, but you saw what the ores look like...
Any ideas? :s
Or you can teach the skids to actually learn java and do some oop coding.
@slash1997 I had the same problem and have resolved it. Make a boolean variable where ever your trigger booleans are and call it isBlockSeen or something. Then in the RenderBlocks.renderByRenderType([parameters]) method above where the if statement containing the renderAllFaces toggle is, write an if else statement toggling on the isBlockSeen boolean if the par1Block.blockID is equal to any of the IDs you chose to use and off when it does not. Then simply make your Tessellator activate if(GuiInGame.Xe && ![insert isBlockSeen variable call here]) to make it use full opaque color whenever the block is one matching one of the ID's you wish to see. Hope you can understand that. Happy coding.
Originally Posted by coolguy091
good tut but two problems: when fullbright is on things like cactus and sugar cane and tallgrass etc. don't get lit up like the blocks and second when xray is on the blocks aren't well lit up unless they're exposed to the light. I have fullbright working and here's my code:
Code:
public float getBlockBrightness(IBlockAccess iblockaccess, int i, int j, int k)
{
if(Hacks.fullbright || Hacks.xray) {
return 1000F;
} else {
return iblockaccess.getBrightness(i, j, k, lightValue[blockID]);
}
}
public int getMixedBrightnessForBlock(IBlockAccess iblockaccess, int i, int j, int k)
{
if(Hacks.fullbright || Hacks.xray) {
return 1000;
}else {
return iblockaccess.getLightBrightnessForSkyBlocks(i, j, k, lightValue[blockID]);
}
}
Use the gamma settings to make them light up
Originally Posted by Wampwire
Use the gamma settings to make them light up
Block.java fullbright makes me die a little inside. Its so uneffective...
Thus gamma comes in to save the day!