diff options
| author | OnyxDarkKnight <sor1n.iliutza16@gmail.com> | 2015-05-05 22:07:10 +0100 |
|---|---|---|
| committer | OnyxDarkKnight <sor1n.iliutza16@gmail.com> | 2015-05-05 22:07:10 +0100 |
| commit | 208b1f1e0d5faf601b53818b04f6699b2e6cb6bc (patch) | |
| tree | 56c059b812f1917b582e65e7ef15faa70a429f0b /src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java | |
| parent | 80417b99e10a462fd72b8f8fcd3b226c862534e4 (diff) | |
- Working on a GUI showing what curses you get with a description on them
- Added a search bar in the Liquids Tab for easier searching
- Fixed an issue with golden objects giving errors due to missing default texture
- Improved the Infamy Mask to have less parts, thus causing less lag
- Improved ingots and ore detection
- Fixed certain ores when smelted outputting a different ingot
- Necklaces and Rings now render as well
- Updated the guide at the Guide item to have the proper link to the mod as well as mention the right people who helped with it
- Added a list of the ores that work in the guide
- Added a new tab to the guide regarding the ores and the ingots they create
- Changed the stun effect caused by rings with feathers as modifiers to be a potion effect instead
Diffstat (limited to 'src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java')
| -rw-r--r-- | src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java b/src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java new file mode 100644 index 0000000..ed754ef --- /dev/null +++ b/src/main/java/darkknight/jewelrycraft/model/ModelNeckalce.java @@ -0,0 +1,173 @@ +package darkknight.jewelrycraft.model; + +import net.minecraft.client.model.ModelBase; +import net.minecraft.client.model.ModelRenderer; +import net.minecraft.entity.Entity; +import org.lwjgl.opengl.GL11; + +/** + * ModelNeckalce - OnyxDarkKnight Created using Tabula 4.1.1 + */ +public class ModelNeckalce extends ModelBase +{ + public ModelRenderer neck1; + public ModelRenderer neck2; + public ModelRenderer neck3; + public ModelRenderer neck4; + public ModelRenderer neck5; + public ModelRenderer neck6; + public ModelRenderer neck7; + public ModelRenderer neck8; + public ModelRenderer neck9; + public ModelRenderer gem; + + public ModelNeckalce() + { + this.textureWidth = 32; + this.textureHeight = 32; + this.neck1 = new ModelRenderer(this, 0, 0); + this.neck1.setRotationPoint(2.0F, 0.0F, -2.5F); + this.neck1.addBox(0.0F, 0.0F, 0.0F, 1, 4, 1, 0.0F); + this.neck7 = new ModelRenderer(this, 0, 0); + this.neck7.setRotationPoint(-1.0F, 3.5F, -2.5F); + this.neck7.addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.0F); + this.neck8 = new ModelRenderer(this, 0, 0); + this.neck8.setRotationPoint(0.7F, 3.5F, -2.5F); + this.neck8.addBox(0.0F, 0.0F, 0.0F, 1, 2, 1, 0.0F); + this.neck3 = new ModelRenderer(this, 0, 0); + this.neck3.setRotationPoint(-2.0F, 1.5F, -2.5F); + this.neck3.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F); + this.neck6 = new ModelRenderer(this, 0, 0); + this.neck6.setRotationPoint(-1.5F, 2.5F, -2.5F); + this.neck6.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F); + this.neck9 = new ModelRenderer(this, 0, 0); + this.neck9.setRotationPoint(-0.75F, 4.0F, -2.5F); + this.neck9.addBox(0.0F, 0.0F, 0.0F, 3, 3, 1, 0.0F); + this.neck4 = new ModelRenderer(this, 0, 0); + this.neck4.setRotationPoint(1.5F, 1.5F, -2.5F); + this.neck4.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F); + this.neck2 = new ModelRenderer(this, 0, 0); + this.neck2.setRotationPoint(-2.5F, 0.0F, -2.5F); + this.neck2.addBox(0.0F, 0.0F, 0.0F, 1, 4, 1, 0.0F); + this.gem = new ModelRenderer(this, 9, 0); + this.gem.setRotationPoint(-0.5F, 4.25F, -2.75F); + this.gem.addBox(0.0F, 0.0F, 0.0F, 4, 4, 1, 0.0F); + this.neck5 = new ModelRenderer(this, 0, 0); + this.neck5.setRotationPoint(1.0F, 2.5F, -2.5F); + this.neck5.addBox(0.0F, 0.0F, 0.0F, 1, 3, 1, 0.0F); + } + + @Override + public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) + { +// GL11.glDisable(GL11.GL_LIGHTING); + if ((int)f3 != -1){ + int ingotColor = (int)f3; + int red = (ingotColor >> 16) & 0xff; + int green = (ingotColor >> 8) & 0xff; + int blue = ingotColor & 0xff; + GL11.glColor3f((float)red / 255, (float)green / 255, (float)blue / 255); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck1.offsetX, this.neck1.offsetY, this.neck1.offsetZ); + GL11.glTranslatef(this.neck1.rotationPointX * f5, this.neck1.rotationPointY * f5, this.neck1.rotationPointZ * f5); + GL11.glScaled(0.5D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck1.offsetX, -this.neck1.offsetY, -this.neck1.offsetZ); + GL11.glTranslatef(-this.neck1.rotationPointX * f5, -this.neck1.rotationPointY * f5, -this.neck1.rotationPointZ * f5); + this.neck1.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck7.offsetX, this.neck7.offsetY, this.neck7.offsetZ); + GL11.glTranslatef(this.neck7.rotationPointX * f5, this.neck7.rotationPointY * f5, this.neck7.rotationPointZ * f5); + GL11.glScaled(0.3D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck7.offsetX, -this.neck7.offsetY, -this.neck7.offsetZ); + GL11.glTranslatef(-this.neck7.rotationPointX * f5, -this.neck7.rotationPointY * f5, -this.neck7.rotationPointZ * f5); + this.neck7.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck8.offsetX, this.neck8.offsetY, this.neck8.offsetZ); + GL11.glTranslatef(this.neck8.rotationPointX * f5, this.neck8.rotationPointY * f5, this.neck8.rotationPointZ * f5); + GL11.glScaled(0.3D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck8.offsetX, -this.neck8.offsetY, -this.neck8.offsetZ); + GL11.glTranslatef(-this.neck8.rotationPointX * f5, -this.neck8.rotationPointY * f5, -this.neck8.rotationPointZ * f5); + this.neck8.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck3.offsetX, this.neck3.offsetY, this.neck3.offsetZ); + GL11.glTranslatef(this.neck3.rotationPointX * f5, this.neck3.rotationPointY * f5, this.neck3.rotationPointZ * f5); + GL11.glScaled(0.5D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck3.offsetX, -this.neck3.offsetY, -this.neck3.offsetZ); + GL11.glTranslatef(-this.neck3.rotationPointX * f5, -this.neck3.rotationPointY * f5, -this.neck3.rotationPointZ * f5); + this.neck3.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck6.offsetX, this.neck6.offsetY, this.neck6.offsetZ); + GL11.glTranslatef(this.neck6.rotationPointX * f5, this.neck6.rotationPointY * f5, this.neck6.rotationPointZ * f5); + GL11.glScaled(0.5D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck6.offsetX, -this.neck6.offsetY, -this.neck6.offsetZ); + GL11.glTranslatef(-this.neck6.rotationPointX * f5, -this.neck6.rotationPointY * f5, -this.neck6.rotationPointZ * f5); + this.neck6.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck9.offsetX, this.neck9.offsetY, this.neck9.offsetZ); + GL11.glTranslatef(this.neck9.rotationPointX * f5, this.neck9.rotationPointY * f5, this.neck9.rotationPointZ * f5); + GL11.glScaled(0.5D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck9.offsetX, -this.neck9.offsetY, -this.neck9.offsetZ); + GL11.glTranslatef(-this.neck9.rotationPointX * f5, -this.neck9.rotationPointY * f5, -this.neck9.rotationPointZ * f5); + this.neck9.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck4.offsetX, this.neck4.offsetY, this.neck4.offsetZ); + GL11.glTranslatef(this.neck4.rotationPointX * f5, this.neck4.rotationPointY * f5, this.neck4.rotationPointZ * f5); + GL11.glScaled(0.5D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck4.offsetX, -this.neck4.offsetY, -this.neck4.offsetZ); + GL11.glTranslatef(-this.neck4.rotationPointX * f5, -this.neck4.rotationPointY * f5, -this.neck4.rotationPointZ * f5); + this.neck4.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck2.offsetX, this.neck2.offsetY, this.neck2.offsetZ); + GL11.glTranslatef(this.neck2.rotationPointX * f5, this.neck2.rotationPointY * f5, this.neck2.rotationPointZ * f5); + GL11.glScaled(0.5D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck2.offsetX, -this.neck2.offsetY, -this.neck2.offsetZ); + GL11.glTranslatef(-this.neck2.rotationPointX * f5, -this.neck2.rotationPointY * f5, -this.neck2.rotationPointZ * f5); + this.neck2.render(f5); + GL11.glPopMatrix(); + GL11.glPushMatrix(); + GL11.glTranslatef(this.neck5.offsetX, this.neck5.offsetY, this.neck5.offsetZ); + GL11.glTranslatef(this.neck5.rotationPointX * f5, this.neck5.rotationPointY * f5, this.neck5.rotationPointZ * f5); + GL11.glScaled(0.5D, 0.5D, 0.5D); + GL11.glTranslatef(-this.neck5.offsetX, -this.neck5.offsetY, -this.neck5.offsetZ); + GL11.glTranslatef(-this.neck5.rotationPointX * f5, -this.neck5.rotationPointY * f5, -this.neck5.rotationPointZ * f5); + this.neck5.render(f5); + GL11.glPopMatrix(); + } + if ((int)f4 != -1){ + int gemColor = (int)f4; + int red = gemColor >> 16 & 0xff; + int green = gemColor >> 8 & 0xff; + int blue = gemColor & 0xff; + GL11.glColor3f((float)red / 255, (float)green / 255, (float)blue / 255); + GL11.glEnable(GL11.GL_BLEND); + GL11.glBlendFunc(GL11.GL_SRC_COLOR, GL11.GL_ONE_MINUS_DST_COLOR); + GL11.glPushMatrix(); + GL11.glTranslatef(this.gem.offsetX, this.gem.offsetY, this.gem.offsetZ); + GL11.glTranslatef(this.gem.rotationPointX * f5, this.gem.rotationPointY * f5, this.gem.rotationPointZ * f5); + GL11.glScaled(0.25D, 0.25D, 0.25D); + GL11.glTranslatef(-this.gem.offsetX, -this.gem.offsetY, -this.gem.offsetZ); + GL11.glTranslatef(-this.gem.rotationPointX * f5, -this.gem.rotationPointY * f5, -this.gem.rotationPointZ * f5); + this.gem.render(f5); + GL11.glPopMatrix(); + GL11.glDisable(GL11.GL_BLEND); + } +// GL11.glEnable(GL11.GL_LIGHTING); + } + + /** + * This is a helper function from Tabula to set the rotation of model parts + */ + public void setRotateAngle(ModelRenderer modelRenderer, float x, float y, float z) + { + modelRenderer.rotateAngleX = x; + modelRenderer.rotateAngleY = y; + modelRenderer.rotateAngleZ = z; + } +} |
