i spent all day doing stupid shit

This commit is contained in:
Boblet 2024-08-28 16:34:49 +02:00
parent e11b9a2a41
commit 556e98c0d3
3 changed files with 11 additions and 16 deletions

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@ -30,11 +30,9 @@ This ties together with the previous point - there's no guarantees that your PR
## I want to help but don't know where to start
If you want to help the project, consider getting involved with the [wiki](ntm.fandom.com) first. Writing an article is the easiest and quickest way of helping, and requires no programming knowledge. If you do know Java and want to help, consider these places first:
If you want to help the project, consider getting involved with the [wiki](https://nucleartech.wiki/) first. Writing an article is the easiest and quickest way of helping, and requires no programming knowledge. If you do know Java and want to help, consider these places first:
* Localization, i.e. translations in different language are always accepted.
* `IConfigurableMachine`, an interface that allows machines to be added to the `hbmMachines.json` config, is still not used by many machines.
* F1 Presentations, also known as "Stare" or "Jar Presentations", is a neat system of creating a short movie explaining functionality. All the relevant code can be found in `com.hbm.wiaj`.
* Some guns still use the old "bow-style" systems and not `ItemGunBase`.
* Many guns don't have any animations whatsoever, just adding a minor recoil would already improve them by a lot.
* Adding tooltips to more machines, explaining some of the basics.

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@ -183,15 +183,10 @@ public class RenderLPW2 extends TileEntitySpecialRenderer {
GL11.glTranslated(0, 0, piston * 0.375D + 0.375D);
ResourceManager.lpw2.renderPart("Piston");
GL11.glPopMatrix();
//main assembly
//turbine rotors
//pump rotor
//pump piston
//engine bell
//suspension
renderBell(h, v);
GL11.glPopMatrix();
renderShroud(h, v);
}
@ -204,7 +199,6 @@ public class RenderLPW2 extends TileEntitySpecialRenderer {
GL11.glTranslated(0, -3.5, -2.75);
ResourceManager.lpw2.renderPart("Engine");
GL11.glPopMatrix();
//bell with rotations
}
public static void renderShroud(double h, double v) {
@ -264,16 +258,19 @@ public class RenderLPW2 extends TileEntitySpecialRenderer {
GL11.glTranslated(0, -0.875D, 0);
ResourceManager.lpw2.renderPart("SuspensionBottom");
GL11.glPopMatrix();
//shrouds
//flaps
//suspension
}
public static void renderFlap(double position, double rotation) {
GL11.glPushMatrix();
GL11.glTranslated(0, 3.5D, 0); GL11.glRotated(position, 0, 0, 1); GL11.glTranslated(0, -3.5D, 0);
GL11.glTranslated(0, 6.96875D, 8.5D); GL11.glRotated(rotation, 1, 0, 0); GL11.glTranslated(0, -6.96875D, -8.5D);
GL11.glTranslated(0, 3.5D, 0);
GL11.glRotated(position, 0, 0, 1);
GL11.glTranslated(0, -3.5D, 0);
GL11.glTranslated(0, 6.96875D, 8.5D);
GL11.glRotated(rotation, 1, 0, 0);
GL11.glTranslated(0, -6.96875D, -8.5D);
ResourceManager.lpw2.renderPart("Flap");
GL11.glPopMatrix();
}

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