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Showing content with the highest reputation on 02/24/19 in all areas

  1. Think I've actually got this working by adding error-prone as a dependency: dependencies { minecraft "net.minecraftforge:forge:${config.mc_version}-${config.forge_version}" provided "com.google.errorprone:error_prone_annotations:2.1.0" } Looking back, I had that in 1.12.2 as well, but commented it out. Not sure why I need it, since it seems non-standard, but Minecraft starts up with that in place, at least. Of course, it crashes with an NPE very quickly but that's my incomplete porting and within my power to fix
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  2. How does this relate to the topic? You're not crazy, I'm taking a look.
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  3. This may help https://shadowfacts.net/forge/2016/08/06/kotlin-and-forge/
    1 point
  4. I want to be able to specify all the 47 possible textures in a blockstate and then let the baked model choose and apply the right textures to each face. I've been told I need a custom model loader that returns an IModel which then returns another IModel with all textures remapped. I'm already stuck and have no idea what to do. Thanks!
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  5. I actually just did something like this. Fist thing you need it to look at one of the particle files in the main game, this is the actual code for the particle, build something like it. Then you are going to need a way to call it. Some form of class that contains a method to spawn the particle. Lastly you need a static declaration of the particle. For the custom texture, i know that you can override a method for the texture file but i never got it to work. My code if it helps: where i call the particle: https://github.com/Merthew/Empire-Of-Blood/blob/master/src/main/java/merthew/mod/item/general/ItemFlowerCrown.java where i declare the particle: https://github.com/Merthew/Empire-Of-Blood/tree/master/src/main/java/merthew/mod/util/particle
    1 point
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