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https://github.com/TeamMidnightDust/Nauticality.git
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17
README.md
17
README.md
@@ -1,2 +1,15 @@
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# Nauticality
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Explore the oceans with submarines, fight against pirates and watch the beautiful glow fish!
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<div align="center"> <h1>Nauticality</h1>
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Explore the oceans with submarines, fight against pirates and watch the beautiful glow fish!
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Nauticality is TeamMidnightDust's submission for ModFest 1.17: BGDC
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The mod is focused on enhancing ocean exploration with new blocks, mobs, vehicles and structures.
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Use the new submarine to view the beautiful glow fish and loot pirate ships that spawn throughout the minecraft world.
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</div>
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@@ -8,7 +8,7 @@ org.gradle.jvmargs=-Xmx2G
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loader_version=0.11.6
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loader_version=0.11.6
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# Mod Properties
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# Mod Properties
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mod_version = 0.1.0
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mod_version = 0.1.2
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maven_group = eu.midnightdust
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maven_group = eu.midnightdust
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archives_base_name = nauticality
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archives_base_name = nauticality
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@@ -4,6 +4,7 @@ import eu.midnightdust.nauticality.entity.SubmarineEntity;
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import eu.midnightdust.nauticality.entity.client.model.SubmarineModel;
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import eu.midnightdust.nauticality.entity.client.model.SubmarineModel;
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import net.fabricmc.api.EnvType;
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import net.fabricmc.api.EnvType;
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import net.fabricmc.api.Environment;
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import net.fabricmc.api.Environment;
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import net.minecraft.client.render.OverlayTexture;
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import net.minecraft.client.render.RenderLayer;
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import net.minecraft.client.render.RenderLayer;
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import net.minecraft.client.render.VertexConsumerProvider;
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import net.minecraft.client.render.VertexConsumerProvider;
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import net.minecraft.client.render.entity.EntityRenderer;
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import net.minecraft.client.render.entity.EntityRenderer;
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@@ -37,13 +38,13 @@ public class SubmarineRenderer extends EntityRenderer<SubmarineEntity> implement
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matrixStack.push();
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matrixStack.push();
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matrixStack.multiply(Vec3f.POSITIVE_Y.getDegreesQuaternion(180F - yaw));
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matrixStack.multiply(Vec3f.POSITIVE_Y.getDegreesQuaternion(180F - yaw));
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matrixStack.multiply(Vec3f.POSITIVE_Y.getDegreesQuaternion(180F));
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matrixStack.multiply(Vec3f.POSITIVE_Y.getDegreesQuaternion(180F));
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matrixStack.multiply(Vec3f.POSITIVE_Z.getDegreesQuaternion((yaw - entity.prevRoll)*8));
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//matrixStack.multiply(Vec3f.POSITIVE_Z.getDegreesQuaternion((yaw - entity.prevRoll)*8));
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entity.prevRoll = yaw;
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entity.prevRoll = yaw;
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matrixStack.multiply(Vec3f.POSITIVE_X.getDegreesQuaternion(180.0F + pitch));
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matrixStack.multiply(Vec3f.POSITIVE_X.getDegreesQuaternion(180.0F + pitch));
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matrixStack.translate(0.0D , -1.75D, -0.5D + (90 + entity.getPitch()) * 0.01f);
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matrixStack.translate(0.0D , -1.75D, -0.5D + (90 + entity.getPitch()) * 0.01f);
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matrixStack.scale(1.2f,1.2f,1.2f);
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matrixStack.scale(1.2f,1.2f,1.2f);
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model.setAngles(entity,tickDelta,0,0,yaw,entity.getPitch());
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model.setAngles(entity,tickDelta,0,0,yaw,entity.getPitch());
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model.render(matrixStack, vertexConsumers.getBuffer(RenderLayer.getEntityCutout(getTexture(entity))), light, 1,1f,1f,1f,1f);
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model.render(matrixStack, vertexConsumers.getBuffer(RenderLayer.getEntityCutout(getTexture(entity))), light, OverlayTexture.DEFAULT_UV,1f,1f,1f,1f);
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overlay.render(matrixStack,vertexConsumers,light,entity,yaw,0f,tickDelta,0f,yaw,entity.getPitch());
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overlay.render(matrixStack,vertexConsumers,light,entity,yaw,0f,tickDelta,0f,yaw,entity.getPitch());
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matrixStack.pop();
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matrixStack.pop();
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}
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}
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