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Showing content with the highest reputation on 04/25/19 in all areas

  1. I am very sorry to tell you this, but the code and structure of your mod is a complete mess. Judging by the class names, I assume that you followed HarryTalks' videos. Stop following his tutorials, as they are terrible and promote bad practices and outdated methods. These bad practices (static initializers, etc) will eventually cause more problems. One example is the crash you are facing now. Personally, I would recommend to follow a better guide/tutorial and rewrite the majority of your mod. Examples of good tutorials are: https://github.com/Cadiboo/Example-Mod/ and https://github.com/TheGreyGhost/MinecraftByExample, both of which explained some difficult concepts of modding in details.
    1 point
  2. 1. Your repo is set up incorrectly; the root of your repo needs to be the root of the forge mdk. 2. Why do you have .class files in your src? 3. Stop using static initializers. Read the Common issues and recommendation for more details. 4. Stop using BlockBase/ItemBase. Read the Common issues and recommendation for more details. 5. Stop using IHasModel. Read the Common issues and recommendation for more details. 6. Your tile entities use bad practices like getters like this. Use normal getters instead. 7. Clean up your repo. There are random .gitignores splattered around everywhere. 8. As for your problem: Move this to your client proxy. Alternatively, you can move it to the ModelRegistryEvent (not the best idea tho), which only triggers on the client side.
    1 point
  3. AFAIK some server plugins check whether players' actions are valid, and cancel the actions if they are too... abnormal. You would be better off to just implement the whole mechanic on the server; this will save a lot of hassle.
    1 point
  4. UVs are just texture coordinates. You can bind whatever teture you'd like, the coordinates tell OpenGL where to get the colour from
    1 point
  5. Likely whatever GLU is doing to create the sphere either doesn't include UV coordinates at all or they are setup incorrectly. The correct answer here is to not use GLU. I don't believe it is even included in lwjgl3 anyway(and 1.13 will use lwjgl3) so yeah. The easies option to render a sphere then to me would be to create and render a wavefront(obj) model instead.
    1 point
  6. With the way you have it setup - no, it isn't possible to apply UV changes by editing vertex data. It is still possible with a custom shader if you are willing to go that way(although I wouldn't recommend that). The best way would be to bind different textures based on the frame.
    1 point
  7. mcmeta files are for defining animations within the texture atlas, it doesn't do anything for textures not belonging to a texture atlas, aka normal textures. So the short answer is no, it isn't possible. The long answer would be you can make the object appear to have animated textures by binding a different texture based on some kind of counter, like a current frame field. Depending on the way you render the sphere you could also change the UV values to shift to the next frame
    1 point
  8. https://github.com/DanielHeEGG/RapidOxidation/blob/master/src/main/java/com/daniel_egg/rapidoxidation/proxy/ClientProxy.java#L20 You are registering your renderer for minecraft's EntityFireball, not yours ProjectileFireball
    1 point
  9. Your right, that would only work for vanilla ores. I'd suggest looking at the ghost block's code. https://github.com/AbrarSyed/SecretRoomsMod-forge/tree/master/src/main/java/com/wynprice/secretroomsmod/render Classes of interest: https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/src/main/java/com/wynprice/secretroomsmod/base/BaseFakeBlock.java https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/src/main/java/com/wynprice/secretroomsmod/render/fakemodels/FakeBlockModel.java https://github.com/AbrarSyed/SecretRoomsMod-forge/blob/master/src/main/java/com/wynprice/secretroomsmod/base/interfaces/ISecretBlock.java Use this to get the IBakedModel from a BlockState: Minecraft.getMinecraft().getBlockRendererDispatcher().getModelForState(state); Getting it from a ResourceLocation: IBakedModel bakedModel; IModel model; try { model = ModelLoaderRegistry.getModel(resourceLocation); } catch (Exception e) { throw new RuntimeException(e); } bakedModel = model.bake(TRSRTransformation.identity(), DefaultVertexFormats.BLOCK, location -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString()));
    1 point
  10. how to register ItemGroup? ok, i know. just put it, dont need register.
    1 point
  11. In 1.13.2, creative tab is named ItemGroup. You basically creates a class extending ItemGroup (registry name is passed in the constructor), and override ItemGroup#createIcon to return the ItemStack for the icon of your creative tab. The easiest way to add an item to your creative tab would be to pass the creative tab instance to your item properties via something like yourItemProperties.group(creativeTabInstance) .
    1 point
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