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Sataniq

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About Sataniq

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    Tree Puncher
  1. I shouldn't need to provide code. Anybody with half a brain can see what information I'm in need of by simply reading the post. I mentioned that I am unable to figure out how to programatically place a block facing a direction - self-explanatory. I need to place a block facing a specified direction, and I don't know how to do this. The model displays big black blotches, if you know about Minecraft's lighting system you would be able to provide some helpful insight into what causes that and how to get around it. And finally the model displays too large in the inventory. Again, fairly self expla
  2. So, I'm back with yet more problems To cut a long story short, I have a block which uses an OBJ model. I've got OBJ models figured out now for the most part. The issues are as follows: 1. I cannot for the life of me figure out this stupid BlockState nonsense, so I'm unable to programatically place a block facing a direction. 2. The model is larger than 1 block space, it's several block spaces large. This causes lighting issues (big dark blotches in seemingly random places). 3. The model is HUGE in the inventory. I would rather it was either invisible or used a different tex
  3. Thanks, so I changed the code around a little, and now it works! I don't know why Forge's own events weren't loading the model properly, but it looks like I will be using your way of registering things from now on! You sir, are a legend, take 100 cookies Here's how I'm now registering the blocks: public static void RegisterAll() { RegisterBlock(CEILING_VENT, new ItemBlock(CEILING_VENT)); } @SideOnly(Side.CLIENT) public static void RegisterRenderers() { ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(CEILING_VENT), 0, new ModelResourceLocation(new Resou
  4. It seems to be accepting the file with/without the brackets now, and with/without the "default" section. I just don't see why it won't load the inventory item. I wish I knew how to override the inventory display item for it and just render a texture.
  5. I have tried that, same result this is really frustrating, the lack of errors in the log makes it a whole lot worse. If it could tell me what it's failing to find/load, that would be great.
  6. Without the brackets in the blockstate JSON file, that's what it was telling me. I changed the file to look like this: No errors, but still the same result - block renders fine, inventory item is a huge purple and black square. EDIT: It seems I can now remove the square brackets after adding the model definition for the "normal" variant, but the overall issue still remains
  7. Sure, be warned: I do it in a (slightly) strange way, however it's the way I prefer to do things and simplifies my job quite a lot. In my blocks class, I have the block defined: @GameRegistry.ObjectHolder(DLIM.MODID + ":block_ceiling_vent") public static final BlockCeilingVent CEILING_VENT = new BlockCeilingVent("block_ceiling_vent"); The block is then put into an array (all blocks will go here): public static final DBlock[] BLOCKS = { CEILING_VENT }; The blocks are then registered: public static void RegisterBlocks(final RegistryEvent.Register&l
  8. After putting the brackets back in, I have noticed this: This is odd. Also after making the changes suggested, I am still met with the same results.
  9. I think it should have been mentioned that yes, I have an ItemBlock being registered for the block. Yes, it seems the mtlib had been replaced by usemtl, probably in my confusion while trying to fix the problem. As I said, I am following Forge's example, so as for why I am using brackets, and did the "inventory" part the way I did, see this. After removing the brackets, ALL of the errors have appeared. I'm specifically concerned by the fact that it's now looking in the ITEMS directory It also doesn't seem to want to find the material definition within the .mtl file (and yes,
  10. Hello. So, I've started to dabble in the wonderful world of .OBJ. As someone who uses 3D modelling software, and has experience with .OBJ, this is how I'd rather create my models. I have created a block, that uses a .OBJ model. The block renders in the world just fine, but it does not render in the inventory. I've looked at Forge's example and made sure everything's done the same way, to no avail. (Image SHOULD be attached) I am getting only 2 errors in the log: and that's all. And this shouldn't be happening, because the .mtl file is right next to the .obj file,
  11. Hello. So it seems to me, a TileEntity that implements ITickable and overrides the update() function is having some side-related issues. When I open a GUI on the client side my custom Gui class renders the background and overlays as expected. The problem arises if I make the TileEntity update check if the world.isRemote(). If I put the whole update code inside a if (!world.isRemote()) { ... } the TileEntity seems to update just fine, but the GUI; which is pulling values from a reference to the TileEntity; seems to not be getting those values. I would very much like to only have my mach
  12. Ooookayyy then... so putting a System.out.println() at the top of the read and write to NBT functions has fixed the issue. I will not question it, I will just go with it and assume major-league B.S. Did I facedesk? You bet I did!
  13. Well, the title says it all, really. I have a TileEntity which is saving its NBT data (supposedly), but it won't load anything. Here's the code (only the parts you need to see): private static final String NBTTAG_INVENTORY = "inventory"; private ItemStackHandler inventory = new ItemStackHandler(4) { @Override protected void onContentsChanged (int slot) { TileEntityCrusher.this.markDirty(); } }; @Override public NBTTagCompound writeToNBT (NBTTagCompound compound) { super.writeToNBT(compound); compound.setTag(NBTTAG_INVENTORY, this.inventory.serializeNBT()); System.out.pr
  14. Sooo, yeah. I have a machine, which has taken an entire day to get to work properly, and I would like to display the machine's "status" as text on the container GUI. Problem is, the text isn't updating. It's being updated in the TileEntity, but when using drawGuiContainerForegroundLayer(), the text does not change. How can I remedy this? Also, how does one properly go about decreasing the text size?
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