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Everything posted by CAS_ual_TY

  1. Hello, Basically I have a folder which contains multiple sub-folders which are 1.14 mdks. The head folder is also the eclipse workspace and the sub-folders are eclipse projects each. In sub-folder 1 I am creating an API mod I intend to use for another mod, created in sub-folder 2. The API is open source, but it is on github (no maven). Now, what is the best way to now setup the mod workspace (folder 2) which needs the API (folder 1)? Can I just build a source jar of the api (folder 1) and then simply put it into a dependency folder for the mod (folder 2)? If yes, how? I tried lots of googling already, but I havent really found a solution where you have everything locally already. The topics I found pretty much all involved APIs from someone else, published online.
  2. Not even that. The code you quoted does not even run the for bracket once.
  3. Post your full Main.class and MOD.class so we can see the different lines. This is your error btw (shouldnt be hard to fix with java knowledge): Caused by: java.lang.NullPointerException at Gess.mod.Main.<init>(Main.java:38)
  4. Yes blame the "lack of documentation". Totally not your java "knowledge". You also totally did not try to implement code that has such an obvious syntax error that someone with actual java knowledge would immediately see and be able to fix. Everything you need to do has been explained in this thread (and also the thread you linked where you stole the code from). Making this mod probably takes about 5 minutes.
  5. The main mistakes here are lack of java knowledge. - In your topic you create a new instance of something, but nothing is being done with it, nothing gets called because of instantiation. - In your last example your syntax does not work at all (as pointed out already). These are things that have nothing to do with forge documentation. Surely there are things you have to know beforehand, but these are all listed here (itemstacks are point 12): Again, if you show me how you implemented my previous suggestion(s) I can help you with it.
  6. Unless you show us how you did it there is no way we can help you.
  7. The annotation basically tells forge "ey there is an event here". Then forge checks which parameter that method has and sends the corresponding event. Just as a simple explanation. So you subscribe to the tick event and in there you create a new instance of invChk every single tick. And in there you dont even call the method. The annotation doesnt work in invChk since there are no method params. Solution: add the client tick event parameter to the method in invChk instead (remove the entire thing in your mod class) and then pass an instance of said class to MinecraftForge.EVENT_BUS.register
  8. Read the thread I linked. It tells you how to do it. Or options on how to do it.
  9. These are your options listed in there. I have given my own implementation which in the current state you can find here: https://github.com/CAS-ual-TY/Visibilis/blob/c03f6972e3dc2845dbbdcc271ba1eee5b64a2bfc/src/main/java/de/cas_ual_ty/visibilis/util/RenderUtility.java#L410 (scissor methods, feel free to use these yourself) The only thing is that you have to account for mouse position. There is no hacky way around that, you have to do old fashion calculations.
  10. 81 is the ruby block item. Does the block registry fire before the item registry in 1.13? I think ruby_block is null at that call: BlockList.ruby_block.getRegistryName()
  11. tagCompound.getTag(itemsIn2); This is returning null. So your sub compound does not exist. Make sure you got all the keys right
  12. I dont think there is a way around that. (Back in the beta someone had made a tool which read schematic files and converted them into a java code class. But that code would not even work anymore.)
  13. No. The code IS run when a skeleton dies to a zombie. There are more than 2 if brackets. Or am I missing smth here?
  14. MinecraftForge.EVENT_BUS.register(MyForgeEventHandler())); to MinecraftForge.EVENT_BUS.register(new MyForgeEventHandler()); This is basic Java and you really should learn the basics for it before you start. Learning the absolutely needed basics can be done fairly quickly. Also, you should ignore upper/lower case.
  15. Pretty sure I read somewhere that you should do it regardless.. But doesnt matter. OP, remember to register this event handler only on client side. Also, dont use GL11.glColor Use the GlStateManager instead.
  16. You should use EntityPlayer#openGui Im not sure if you want to open it once or have smth render the entire time. If its the first thing then use my mentioned method.
  17. There is no tool. You would need to read the code in the class file and then write a json based on the information you got.
  18. Look at the thread I linked. I am doing everything there. EDIT: https://github.com/CAS-ual-TY/GunCus/blob/master/src/main/java/de/cas_ual_ty/gci/client/BakedModelGunFinalized.java
  19. Here is how I would do it: - I would open the model (eg https://blockbench.net/) and add the middle card onto it. Just as a blanc quad or thin cube. Now I would move it to the other 2 slots and write down how I had to move it for that. - Next, I would remove everything except for the card itself, and export it. Now move the card to another slot (as written down), export. Now move it to the final slot, export. - Now I would take the initial card-only model again, and create copies of it with the actual textures on it. To clarify: You now have your main item model, 3 blanc card models, which all fit into a slot of your main item model, and then X models of the first card but textured. - Now whenever you render your item model, you also render one of the textured cards, with the transform of the correct blanc card applied for the slot. This would still require you to create 1 model per card, but no combinations needed. Or you quickly write a Programm which does all the combinations for you from a small premade template.
  20. Take a look at this thread: I made a Gun Mod with attachments. Instead of creating all combinations each, I created the single layers and then just dynamically combined them for rendering. I am basically sharing all code here. It might help you, feel free to copy parts it. EDIT: What you could do is have 1 model for each card, and 3 models for the transforms where they can be, then combine them 1. Make a card model of the middle card 2. Copy the model, move it up/down and export again for the top/bottom card - Now you have 3 json models, all have the same data, except that their transforms are different 3. Copy the first model again for each card and apply texture - Now you also have a model for each card 4. In the rendering code, always load the model with the card texture (of step 3), but load the transform of one of the initial 3 models to get it into the right position. Do that for all 3 cards. Now only does that solve your problem, but it also lets you change everything via resource pack only.
  21. You can render anything you want. Go check out this resource, its a little outdated but you get the core principles: https://greyminecraftcoder.blogspot.com/2014/12/the-tessellator-and-worldrenderer-18.html
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