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Showing content with the highest reputation on 08/26/18 in all areas

  1. You could look at Tinker's Construct. It's open source. https://github.com/SlimeKnights/TinkersConstruct You still need to have textures, TiC just combines multiple textures using a Custom Mesh Definition
    1 point
  2. Update, its a simple concept. You can still play whatever you want, but if you want support for it update. Think of it like any other piece of software, nobody is gunna stop you from booting up a Windows 3.11 machine. But do you expect to go to Microsoft and have them actively supporting you?
    1 point
  3. You can't register items with the ore dictionary if they haven't been registered with the game yet. PreInit is too early.
    1 point
  4. You can use the ClientDisconnectFromServer event to handle this.
    1 point
  5. Even with other mods, you can still cover it manually at least for the most popular mods or ones you get a request for. I think your main problem is the scaling right? So even if there was mods that added 100 mobs, that isn't really that much. And most are probably default, so you can simply code in the exceptions. And you could just allow the scale to be wrong for mods that you haven't got around to supporting. Your main problem is that technically you can't predict where the scaling in mods might be added. It could be done right in the renderer, but could also be done in the model, or in pre-render callback or in a render event. You can't even use reflection mentioned above because you can't reflect into other mods especially if you are trying to make it generic for mods you don't even know about. The only other solution I could suggest, and it would still be a fair bit of work but quite possible to do, is to create a configuration GUI where people can adjust the part scaling for the mobs for any mod they have installed. Basically, your configuration would create a map of scaling factors against all the installed mods' entities. You could manually code the default for any mods you want to support explicitly, but you could also allow the user to tweak them and also user can set them for mods that you haven't coded in directly.
    1 point
  6. I have already said that I am in fact defining the rotations in the json models and that I do not modify them in code at all. Here is an example: https://imgur.com/a/thAr5ET Anyways, I have found the solution to the problem. The IBakedModel interface has default methods which are defining that. I have simply added @Override public ItemCameraTransforms getItemCameraTransforms() { return this.modelMain.getItemCameraTransforms(); } @Override public boolean isAmbientOcclusion(IBlockState blockState) { return this.modelMain.isAmbientOcclusion(blockState); } @Override public Pair<? extends IBakedModel, Matrix4f> handlePerspective(TransformType transformType) { return this.modelMain.handlePerspective(transformType); } to the class. The modelMain field is of course the model which previously is stored at the ModelResourceLocation before it is replaced at that exact location with this IBakedModel. EDIT: So I figured some more stuff out. You need to do this instead: @Override public Pair<? extends IBakedModel, Matrix4f> handlePerspective(TransformType transformType) { return Pair.of(this, this.modelMain.handlePerspective(transformType).getRight()); }
    1 point
  7. Code shown above for the particle spawning. The "println" actually is called correctly and the X,Y,Z location is exactly correct for where I want to see the particles, yet they do not appear. public class SoulDustEntity extends EntityItem { This is being ran on a custom Entity Item that is created correctly when a custom item is thrown. The custom item is deleted instantly and replaced with this custom EntityItem which has the onUpdate method in it above to spawn particles around the item. I have checked my Minecraft settings to check if particles are enabled. I've tried without the "isRemote" code, and with, and checking for remote and not-remote. I've tired removing the "@SideOnly" too. I've been stuck on this for a week and checked so many threads. Any help I would love, thank you. ------------SOLVED------------------------- Minecraft MINECRAFT = Minecraft.getMinecraft(); Made a spawn particle handler inside of my client proxy class @Override public void spawnParticle(EnumParticleTypes particleType, double xCoord, double yCoord, double zCoord, double xSpeed, double ySpeed, double zSpeed) { MINECRAFT.world.spawnParticle(particleType, xCoord, yCoord, zCoord, xSpeed, ySpeed, zSpeed); }
    1 point
  8. (I use translation software, translation may not be accurate, please forgive me) 2017 the Chinese version of Minecraft by netease and Microsoft, I downloaded the game, only to find that the netease company did not apply to the FORGE to pay royalties or to get distribution power, but any use FORGE. I think netease very shameless. Although I am a Chinese. First of all, netease as a large enterprise, so use FORGE a apologize to all have no, not only that, netease has not authorized the use of the optfine. Second, netease also completely free MOD commercial originally, with the so-called "diamond" virtual currency to sell, the more the unforgivable, netease castrated the user's autonomous right, also not the introduction of the MOD is not allowed to use. Despite Microsoft and netease MOJANG as a shield, but I suggest you must take an international law. Netease so should be fined bankruptcy of enterprises. Netease's move angered the Chinese players, not only he has angered the global players. Netease such behavior unforgivable. A minecraft gamer
    0 points
  9. We can't. One, China doesn't follow American/international copyright law. Two, We don't have the money to fight them anyways. I do not like what they are doing, or how they are doing it. But there isn't anything we can do.
    0 points
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