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  1. #1
    d(=_=)b's Avatar
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    Cool Opacity Xray and FullBright {code}

    This assumes that you know all triggers
    so you know this is leeched but edited to make it simpler =3



    so lets start assuming that you setup all your triggers etc
    note Fe = Fullbright Xe= Xray
    Find = ctrl + f


    _____________Part 1 __________________________

    Open Tesselator.java in eclipse

    add
    public static int opacity = 90;
    note the number 90 is customizable to your preference
    to
    public class Tessellator
    {
    find
    public void setColorOpaque(int i, int j, int k)
    and add
    if(GuiIngame.Xe)
    {
    setColorRGBA(i, j, k, opacity);
    }
    to it

    Get to
    Block.java

    find
    public int getRenderBlockPass()
    and change

    return 0; ===> return 1

    _________________Part 1 Done________________

    And you should have something like

    This

    ____________________Part 2____________________
    Getting the Xray!

    Go back to
    public int getRenderBlockPass()
    and this time label the blocks that you want like this
    if(GuiIngame.Xe)
    {
    return blockID == 14 || blockID == 15 || blockID == 16 || blockID == 21 || blockID == 54 || blockID == 54? 0:1 ;

    }
    else
    return 0;
    IMP BLOCK IDS

    here


    Then go to
    RenderBlocks.java
    and find
    public boolean renderBlockByRenderType(Block block, int i, int j, int k)
    and place your block ids like
    int l = block.getRenderType();
    block.setBlockBoundsBasedOnState(blockAccess, i, j, k);
    if(GuiIngame.Xe)
    {
    renderAllFaces = block.blockID == 14 || block.blockID == 15 || block.blockID == 16 || block.blockID == 56 || block.blockID == 21 || block.blockID == 54;
    }
    __________________________________Part 2 done______________________

    IT should be something like this

    this




    _______________________________________Part 3__________________________
    The full Bright


    In blocks.java
    find
    public float getBlockBrightness(IBlockAccess iblockaccess, int i, int j, int k)
    and replace to something like
    if(GuiIngame.Xe || GuiIngame.Fe)
    {
    return 1000f;
    }else
    return iblockaccess.getBrightness(i, j, k, lightValue[blockID]);
    }
    Fe is Fullbright.

    then underneath it is
    public int getMixedBrightnessForBlock(IBlockAccess iblockaccess, int i, int j, int k)
    change it to
    if(GuiIngame.Xe || GuiIngame.Fe)
    {
    return 1000;
    }else
    return iblockaccess.getLightBrightnessForSkyBlocks(i, j, k, lightValue[blockID]);


    And that is your fullbright and opacity xray
    it look something like this

    [URL="https://i.imgur.com/this[/URL]





















    Attached Thumbnails Attached Thumbnails
    BlockIDS.jpg  

    xRAY on.jpg  

    On.jpg  

    Xray on with fb.jpg  

    Last edited by d(=_=)b; 11-28-2011 at 04:06 PM.

  2. #2
    Creepz's Avatar
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    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)

  3. #3
    unv_annihilator's Avatar
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    Didn't you forget to change the renderAsNormalBlock function in Block.java?

  4. #4
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    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]);
        	}
        }

  5. #5
    slash1997's Avatar
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    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

  6. #6
    L33tHaxorCod3r's Avatar
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    Or you can teach the skids to actually learn java and do some oop coding.

  7. #7
    lizardboy390's Avatar
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    @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.
    Last edited by lizardboy390; 02-15-2013 at 02:16 AM.

  8. #8
    Wampwire's Avatar
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    Quote Originally Posted by coolguy091 View Post
    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

  9. The Following User Says Thank You to Wampwire For This Useful Post:

    LordPankake (06-22-2013)

  10. #9
    LordPankake's Avatar
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    Quote Originally Posted by Wampwire View Post
    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!

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