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Everything posted by meee39
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package com.leo.occultcraft.fluids; import com.leo.occultcraft.Occultcraft; import net.minecraft.block.Block; import net.minecraft.block.state.IBlockState; import net.minecraft.client.renderer.block.model.ModelBakery; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.client.renderer.block.statemap.StateMapperBase; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraftforge.client.event.ModelRegistryEvent; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fluids.IFluidBlock; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.eventhandler.SubscribeEvent; import net.minecraftforge.fml.relauncher.Side; @Mod.EventBusSubscriber(value = Side.CLIENT, modid = Occultcraft.modid) public class FluidRenderer { public static final FluidRenderer INSTANCE = new FluidRenderer(); private static final String FLUID_MODEL_PATH = Occultcraft.modid + ":fluid"; @SubscribeEvent public static void registerAllModels(final ModelRegistryEvent event) { } private void registerFluidModel(final IFluidBlock fluidBlock) { final Item item = Item.getItemFromBlock((Block) fluidBlock); assert item != Items.AIR; ModelBakery.registerItemVariants(item); final ModelResourceLocation modelResourceLocation = new ModelResourceLocation(FLUID_MODEL_PATH, fluidBlock.getFluid().getName()); //ModelLoader.setCustomMeshDefinition(item, ItemMeshDefenition.create(stack -> modelResourceLocation)); ModelLoader.setCustomStateMapper((Block) fluidBlock, new StateMapperBase() { @Override protected ModelResourceLocation getModelResourceLocation(final IBlockState p_178132_1_) { return modelResourceLocation; } }); } }
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I just tried Shift-Command-O (Shift-Control_O)
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I can't import ItemMeshDefenition either
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What is MeshDefenitionFix? I can't import it.
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At the moment my fluid just renders as blocks (see the attachment). How do I make it render like normal liquids?
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I changed it back to 90º but it still shows up as the purple and black texture (the textures are in the right place).
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I am making a block that needs to be able to spin around. Here is its code: package com.leo.occultcraft.blocks; import com.leo.occultcraft.CreativeTab; import com.leo.occultcraft.Occultcraft; import com.leo.occultcraft.gui.ModGuiHandler; import com.leo.occultcraft.tiles.TileAthanor; import net.minecraft.block.Block; import net.minecraft.block.BlockHorizontal; import net.minecraft.block.ITileEntityProvider; import net.minecraft.block.material.Material; import net.minecraft.block.properties.PropertyBool; import net.minecraft.block.properties.PropertyDirection; import net.minecraft.block.state.BlockStateContainer; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumHand; import net.minecraft.util.math.BlockPos; import net.minecraft.world.World; public class BlockAthanor extends Block implements ITileEntityProvider { public static final PropertyDirection facing = BlockHorizontal.FACING; public static final PropertyBool is_on = PropertyBool.create("is_on"); public BlockAthanor() { super(Material.IRON); this.setHardness(2); this.setHarvestLevel("pickaxe", 1); this.setRegistryName("athanor"); this.setUnlocalizedName("athanor"); this.setCreativeTab(CreativeTab.occultcraftCreativeTab); this.setDefaultState(this.blockState.getBaseState().withProperty(is_on, false).withProperty(facing, EnumFacing.NORTH)); } public BlockAthanor(Material materialIn) { super(materialIn); } @Override protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, is_on, facing); } @Override public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(is_on, meta == 0); } @Override public int getMetaFromState(IBlockState state) { return state.getValue(is_on) ? 1: 0; } @Override public TileEntity createNewTileEntity(World worldIn, int meta) { return new TileAthanor(); } @Override public void breakBlock(World world, BlockPos pos, IBlockState state) { super.breakBlock(world, pos, state); world.removeTileEntity(pos); } @Override public boolean onBlockActivated(World worldIn, BlockPos pos, IBlockState state, EntityPlayer playerIn, EnumHand hand, EnumFacing facing, float hitX, float hitY, float hitZ) { if (!worldIn.isRemote) { playerIn.openGui(Occultcraft.instance, ModGuiHandler.athanorGUIID, worldIn, pos.getX(), pos.getY(), pos.getZ()); } return true; } } Here is the blockstate json: And the models: I have tested the rotation with the TE Crescent Hammer and it works okay. Before I added in the PropertyDirection the textures on the block appeared perfectly, but now that I have them there the textures will not appear. I get this error log:
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So you can have the source folder on GitHub and do commits from there.
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GuiSlot isn't an item slot. It is the scroll view for some reason.
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E.G. GuiButton, GuiSlot. Please don't just tell me to look at Vanilla classes though.
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In one project/repository/.jar file.
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I am making a mod with a millstone in it and I need to render a big wheel spinning around to show it is crushing things.
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It's probably just because that method is newer than cauldrons and they forgot.
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Yes I have. It is part of an if-else inside the cauldron class though.
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Is it possible to have custom items detect a right click on a cauldron (or cauldron detect right click on with item) so it gets cleaned? Like how you clean leather armour of dye by right clicking on a cauldron with water.
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Actually all TeamCoFH mods are open source on GitHub (at least they now are).
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This is my GUI code: @Override protected void drawGuiContainerBackgroundLayer(float partialTicks, int mouseX, int mouseY) { GlStateManager.color(1, 1, 1, 1); GlStateManager.disableLighting(); Minecraft.getMinecraft().getTextureManager().bindTexture(new ResourceLocation("revolutioncraft:textures/gui/container/container_millcontroller.png")); int i = (this.width - this.xSize) / 2; int j = (this.height - this.ySize) / 2; this.drawTexturedModalRect(i, j, 0, 0, this.xSize, this.ySize); this.drawTexturedModalRect(i + 80, i + 36, 176, 0, 14, 11); } In 1.11.2 the background of the screen went dark, as it does with the crafting table GUI. In 1.12 the background is bright. How do I fix it?
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How is SlotItemHandle used?
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I am trying to add a Slot to a GUI with this: this.addSlotToContainer(new Slot(itemHandler, x, 8 + x * 18, 139)); ,which worked in 1.11.2 but doesn't anymore. What is the new method to get an IInventory from ItemStackHandler?
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How do you make a TE block with an ItemStackHandler inventory drop its inventory when it is broken?
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In a TESR how do rotate the blocks model? I am using a custom JSON model and want the actual block model rotated in the TESR.
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In 1.12 I have this recipe file: The recipe doesn't work in the game (checked with crafting table and JEI). Do I need to register it in code?