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Showing content with the highest reputation on 09/03/22 in all areas

  1. You can see how that is rendered in Gui.renderCrossHair() using Player.getAttackStrengthScale()
    1 point
  2. You should move your Events into the correct class. Your ClientModEvents class will be also load (and called) on server, this will crash the Server, since the Minecraft class is client only. Why did you put the EntityAttributeCreationEvent EventHandler in a class called "ClientModEvents", the Event should be called on both sides. You also register the FMLCommonSetupEvent twice. You should take a look at this FCW page to see how Events works and how you register them correctly. A few things i would recommend you to do: Do not put Events into your main Mod class Separate Events which are fired on different buses and different sides into their own class After fixing your Events, check if the EntityAttributeCreationEvent is called using the debugger. Last but not least, EntityRenderers should be registered in EntityRenderersEvent.RegisterRenderers
    1 point
  3. Usually, textures should be at the 'minimum' size of 256x256, keeping the space when the content is too small, and expanding only when the content is too large to fit. There is no inherent benefit to sizing textures to exactly fit their contents. It may even be a hindrance if you choose to add more to the texture in the future, as you would need to re-adjust the dimensions in the blit call, and it would break that texture if modified by a resource pack.
    1 point
  4. The version you are using is no longer supported on this forum. Please update to a modern version of Minecraft to receive support. Currently supported versions are 1.19.2 (Latest) and 1.18.2 (LTS).
    1 point
  5. Your issue is you are using the blit method designed for 256x256 images. Since yours is a "nonstandard" size, you need to tell it the size of the image, e.g. this.blit(stack,x,y,0,0,this.width,this.height, 49, 20);
    1 point
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