This assumes that you know all triggers
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
note the number 90 is customizable to your preference
to
find
and add
to it
Get to
Block.java
find
and change
_________________Part 1 Done________________
And you should have something like
This
____________________Part 2____________________
Getting the Xray!
Go back to
and this time label the blocks that you want like this
IMP BLOCK IDS
here
Then go to
and find
and place your block ids like
__________________________________Part 2 done______________________
IT should be something like this
this
_______________________________________Part 3__________________________
The full Bright
In blocks.java
find
and replace to something like
Fe is Fullbright.
then underneath it is
change it to
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;
to
public class Tessellator
{
{
public void setColorOpaque(int i, int j, int k)
if(GuiIngame.Xe)
{
setColorRGBA(i, j, k, opacity);
}
{
setColorRGBA(i, j, k, opacity);
}
Get to
Block.java
find
public int getRenderBlockPass()
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()
if(GuiIngame.Xe)
{
return blockID == 14 || blockID == 15 || blockID == 16 || blockID == 21 || blockID == 54 || blockID == 54? 0:1 ;
}
else
return 0;
{
return blockID == 14 || blockID == 15 || blockID == 16 || blockID == 21 || blockID == 54 || blockID == 54? 0:1 ;
}
else
return 0;
here
Then go to
RenderBlocks.java
public boolean renderBlockByRenderType(Block block, int i, int j, int k)
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;
}
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;
}
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)
if(GuiIngame.Xe || GuiIngame.Fe)
{
return 1000f;
}else
return iblockaccess.getBrightness(i, j, k, lightValue[blockID]);
}
{
return 1000f;
}else
return iblockaccess.getBrightness(i, j, k, lightValue[blockID]);
}
then underneath it is
public int getMixedBrightnessForBlock(IBlockAccess iblockaccess, int i, int j, int k)
if(GuiIngame.Xe || GuiIngame.Fe)
{
return 1000;
}else
return iblockaccess.getLightBrightnessForSkyBlocks(i, j, k, lightValue[blockID]);
{
return 1000;
}else
return iblockaccess.getLightBrightnessForSkyBlocks(i, j, k, lightValue[blockID]);
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