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grand_gibus

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About grand_gibus

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  1. Thanks for your answers. I cant send the logs right now (gonna do later) but I've checked them, and oddly enough I couldnt find any error at all. The meta/state getters seem to be working for me. So I tried to make a vanilla blockstate, and it worked somehow. It would be intrusting to know what didnt work though.
  2. Thanks for the quick answer. I forgot to mention it, but there are no errors in the console, which I don't understand. Also, I put this blockstate json to make sure that it was not a simple json error. Maybe I was wrong. Here is the original json blockstate: maize.json { "forge_marker": 1, "defaults": { "model": "millenaire:maize", "textures": { "crop": "millenaire:blocks/maize_bottom_stage_0" }, "uvlock": true }, "variants": { "age=0,half=bottom": { "textures": { "crop": "millenaire:blocks/maize_bottom_stage_0"}},
  3. Hello, so I have been working on a double crop block with two properties, HALF and AGE. It all works great, except when I try to load the models and textures through the blockstate json. I have no idea where to look for a solution to my problem. Even with a json blockstate that should always load only a stone model. The result in-game: maize.json { "forge_marker": 1, "defaults": { "model": "stone", "uvlock": true } } BlockMaize.java package org.millenaire.block.maya; import org.millenaire.MillenaireConstants.BlocksConstants; import org
  4. Ok so I figured it out by myself, luckily enough. So if someone needs to know, you need to subscribe to the RenderWorldLastEvent and put your render code there. The render coordinates are the player coordinates (Minecraft.getMinecraft().player) - the absolute coordinate where you want the element to render. If you need the partialTicks value, idk if its good but i subscribed the TickEvent.RenderTickEvent and got the partial tick value from there, its maybe trash but it works
  5. Hello, so I'd like to know how, considering I have world coordinates, render a cube/shape in the world. Do I have to make an event handler for the RenderTick event? What do I have to write to render the cube? Do I have to extend a Render class? I have no idea how to do it, thanks in advance!
  6. Thank you so much! I feel like it's going to be a huge pain to implement but at least I'm not stuck anymore
  7. Hello, I'd like to know how to bind an entity a texture located outside of the jar. I've worked in an IDE and now realise I needed to move my custom assets outside of the .jar, if I want my code to be able to read them. Thanks. I'm so dumb, the whole mod I'm making is litterally useless if I don't figure it out
  8. Ok, thank you a lot for your replies. I'm going to look into that.
  9. Hello, so I'm making a mod and I'd like to use the CTM mod to make connected textures (https://minecraft.curseforge.com/projects/ctm) My question is, is it possible (if I have the permission) to directly combine it with my mod so there's only one .jar to download? Thanks in advance
  10. Ok, thank you very much for the quick reply! I'm going to try it.
  11. Hello, is there still a way to make special item renderers? I heard about IItemRenderer, but it got removed. I need it because I need to color an item depending on it's NBT, but only a part of it so I can't use the default minecraft coloring system. Thanks in advance!
  12. Hello everyone, I'd like to know how to do dynamic connected textures. I don't wish to use blockstates because it would need way too many. I have no idea on how to do that. Thanks in advance!
  13. Thank you Abastro! It didn't really work out in the first place but then I messed a bit around and it ended up working by adding an onDataPacket() override . Here is my code if anyone from the future has this problem: @Override public void readFromNBT(NBTTagCompound compound) { this.schematicName = compound.getString("schematicName"); super.readFromNBT(compound); } @Override public NBTTagCompound writeToNBT(NBTTagCompound compound) { NBTTagCompound nbt = super.writeToNBT(compound); nbt.setString("schematicName", schematicName); retur
  14. This is the code from ItemSword public Multimap<String, AttributeModifier> getItemAttributeModifiers(EntityEquipmentSlot equipmentSlot) { Multimap<String, AttributeModifier> multimap = super.getItemAttributeModifiers(equipmentSlot); if (equipmentSlot == EntityEquipmentSlot.MAINHAND) { multimap.put(SharedMonsterAttributes.ATTACK_DAMAGE.getName(), new AttributeModifier(ATTACK_DAMAGE_MODIFIER, "Weapon modifier", (double)this.attackDamage, 0)); multimap.put(SharedMonsterAttributes.ATTACK_SPEED.getName(), new AttributeModifier
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