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RavynousHunter

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    Never robbed a god before, should be a challenge.

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  1. I never said that. I said that taking a picture of a drawing doesn't teach you how to draw. Write your own code. You'll get a lot more experience that way, i promise. I am, its just easier for me to learn by modifying things that work. I've learned that jumping in head-long into the deep end usually only ends up with frustration, and I want this project to continue being something which I enjoy doing. I'm not just taking the code and leaving it at that; I love poking things and seeing what makes them tick.
  2. Woohoo! That worked, thanks much! One down, one to go! Experience with Java, not Minecraft modding. Besides, that's like saying you don't learn anything about drawing by tracing. However, this isn't the place for such a debate, and I'm not looking for recognition, just assistance.
  3. First off, thankee for the pointer with the item renderer, I'll be putting it to use soon. As for what I've done to make it work? Here ya go. Basically, just copy/pasted the ItemBow code and changing the texture mapping to match the composite bow's actual texture. Thanks for the pointer. Yes, I've experience with Java, and your little "comment" really isn't appreciated. I've been writing code since I was 11 (I'm 24 now); I figured that I'd inherit from Item and not ItemBow in case I wanted to do any fine-tuning that I might not be able to do if I'd inherited from ItemBow. Yes, I'm learning modding Minecraft as I go, but not Java. Big difference.
  4. Okay, I got it working, and it shoots arrows. My only two issues are that it doesn't render in the right spot in the player's hand, and doesn't render the drawing animations. Could it possibly be due to the fact that the bow's textures are 32x instead of 16x?
  5. Okay, so I'm trying to create my own custom bow for my mod. I've gotten the textures working, but I can't get it to actually fire arrows, or render the drawing icons like with the vanilla bow. Formatting and a few names and values aside, the code is almost verbatim what's found in the ItemBow class in vanilla. My code is thus: Can anyone see what I'm doing wrong, here? I'm seriously stumped...its also not rendering in the proper position in the player's hand, but that's a secondary issue. I just want the thing to work, at this point. It takes the arrows from your inventory, and while it damages the bow, the damage disappears the next time I draw the string back.
  6. I'd suggest FrogCraft. One of the servers I play on used it for one of our early maps, and it has just what you're looking for. I don't know off-hand if it requires GT or not, but it has the extra large EU storage you're looking for, as well as several other handy machines.
  7. As the title suggests, do any of you guys here know of a way to cause a chunk reset? I'm thinking one of my little utilities will be an op-only block called the Chunk Reset Module. So, should your server add on a new mod that has new worldgen, your ops can reset a few chunks and alleviate the tedium of having to travel hundreds, maybe even thousands, of blocks away to generate new chunks to find your new resources. I've searched thru Minecraft's chunk code, but I've not found a method that'd facilitate what I want. I have an idea, mostly dealing with the various chunk constructors, I just want to know how it'd work...don't need all the code written for me, mind ya, just looking to be pointed in the right direction.
  8. Yes, exactly. Don't ever touch the bin folder, it is the src folder you should change. You should have something like mcp/src/Keep of Metal and Gold/assets/komag/...then textures/blocks for blocks, textures/items for items... pack.mcmeta is completely optional. I got it working! With a little foolery with Eclipse, and it turned out I needed /mcp/src/komag/assets/komag/textures. Bit redundant, but it works! Something with taking the "komag.assets.komag.textures" entries, turning them into source folders, then removing them from the build path kicked Eclipse and Minecraft in the rear and she's working like a charm, thankee! For those looking here for a solution to this problem, the aforementioned folders are in the /mcp/src folder, ie the Minecraft project, and NOT your mod project folders.
  9. Just tried that, and its still not workin...Eclipse is also warning me that my mod doesn't have a "pack.mcmeta" file, if that helps at all.
  10. Something along the lines of this? http://i655.photobucket.com/albums/uu273/RH-00/Keep%20of%20Metal%20and%20Gold/th_komag_layout_1_zpsc85e24da.png[/img] I tried that, and still not working. My /bin/ folder has a /komag/ folder, but no /assets/ folder...that normal? If that's the problem, how do I go about fixing it? I renamed the base package in my Source folder so it'd not conflict the /komag/ folder that's got all my assets, so it loads in just fine, I just can't get that ruddy texture in. Its the right dimensions, too, 16x16, RGB (1 layer) PNG image.
  11. One of them might've been yours, aye. I've tried so many, I've since forgotten from whom I got them. I tried searching this forum for the info I need, but twas to no avail. If someone could at least point me in the right direction, I'd be much obliged. Don't want -everything- done for me, but a tech mod without textures? Unheard of!
  12. I've tried multiple solutions to this problem, things I've read here, on the Wiki, and even some things I've done on my own, but I simply can't get Minecraft to recognize and locate my bloody textures. Below is my layout, including how I'm referencing the texture in-code, along with package structure. http://i655.photobucket.com/albums/uu273/RH-00/Keep%20of%20Metal%20and%20Gold/th_komag_layout_zpsb068ceef.png[/img] Does anyone out there have any ideas on how I might fix this? Its irritating me beyond all reason.
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