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Showing content with the highest reputation on 03/07/17 in all areas

  1. Eyy! I use those too! Even tho their outdated, they are a great help. Wish he could continue them though
  2. In the Forge blockstates format, the normal variant needs to be formatted as an empty array (a pair of curly braces inside a pair of square brackets), like this: "normal": [{ }] The inventory variant also needs to be defined explicitly, in exactly the same format as normal. You've also got a comma after your normal variant, which is a JSON syntax error - you should put your files through a validator or use a plugin in your IDE to avoid problems like that. Edit: you also shouldn't have a space after the colon in your model definition string "factionmod: block/grass_normal".
  3. It would require the mod to be installed on the server; OP wants a mod that will function when it's only installed on the client.
  4. You'll likely need to store which attachments the gun has using NBT or capabilities. There are several possible ways to handle the model: Create a model for each possible state of the gun (e.g. no attachments, scope, bi-pod, scope and bi-pod, etc.) and register an ItemMeshDefinition to choose the appropriate one based on the current attachments. Create the base gun model and a model for each attachment and combine them as submodels using Forge's blockstates format. You'll still need to register an ItemMeshDefinition to choose the appropriate variant of the blockstates file based on the current attachments. Generate the models at runtime with an ICustomModelLoader, IModel and IBakedModel. Forge has several examples of this.
  5. You need to set the item's model using ModelLoader.setCustomModelResourceLocation or ModelLoader.setCustomMeshDefinition. Call these in preInit (or ModelRegistryEvent in 1.10.2+) from a client-only class. 1.8 isn't really supported by Forge any more, you should update directly to 1.11.2 or at least to 1.8.9.
  6. They didn't really didn't talk about that event or how to use packets exactly, had to look elsewhere for that. Good luck with your modding.

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