Everything posted by GooberGunter
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
Haha, wow, I overthought that so much and blew it way out of proportion. It's always the simple stuff
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
it returns it, but I don't know how to access that returned object
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
OK so I'm only using pre, registering the sprite and then using the map.getAtlasSprite, but I don't have an icon name
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
So then what do I put in for setParticleTexture. And what about the regular stitch event?
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
The only TextureAtlasSprite object I have access to is the particle class one and I don't know what to do with it
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
I'm not sure what I should set the particleTexture to
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
So it can't find the resource location? Or do I need to set the particleTexture first? If so how?
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
In the BlockManuCogBlockH class
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
In the client proxy class: At the bottom
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
I tried that and it gave me the following null exception:
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
I've gotten as far as the resource manager, but I don't know how to set up the resource manager.
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
From the looks of it, the textureAtlasSprite class, which is what loads the texture for particles, has a built in forge method that allows for custom textures. if I'm looking at this right, it's promising. EDIT: It looks like I need a resource manager AND resource location. Sadly, I don't know how to do resource managers
-
[1.12] [Solved] Generating Structures with nbt files
Yeah, I looked at your code and I get the concept completely, I got the results I wanted. Thanks! I completely forgot that you had linked the example
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
So I looked at the furnace class and adapted the idea to Jabelar's tutorial on particles. All I need to figure out now is how to use my own texture
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
That's right, I completely forgot that furnaces emit particles
-
[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
So I've been looking around for tutorials on custom particles and I can't find any up-to-date tutorials or anything on the forge doc. So far from what I can tell, spawning custom particles is different from vanilla since the spawnParticle method relies on the actual EnumParticleTypeClass. Basically, what I want to do is, when I place down a block, that block starts to slowly emit a purple particle effect. I already have the particle class, I just don't know how to get the block's position (which I think is impossible) or how to set the particles to start spawning from the block ParticleManu.java:
-
[1.11.2] How to generate structures bigger than a chunk
That's true. I never once thought that there wouldn't be a risk. Do do you know how to set up monster spawners with the structure block?
-
[1.11.2] How to generate structures bigger than a chunk
Oh cool, this makes life much easier. I wonder if there's a way to mod the structure block to overwrite the 32 block limit
-
[1.12] [Solved] Generating Structures with nbt files
But I don't know what parts from the igloo class I do need and what parts I don't need
-
[1.12] [Solved] Generating Structures with nbt files
I've been trying to make a structure using the nbt files from the structure block but I don't know where to start, are there any guides, tutorials, or original minecraft code that I could look at? I'd look at the igloo code but I haven't been able to find it EDIT: I found it. It just happened to be in the only one I somehow missed: ComponentScatteredFeaturePieces.java
-
[1.11.2] How to generate structures bigger than a chunk
How do you load the nbt data in the mod, what class do you extend for the Structure class
-
[1.11.2] How to generate structures bigger than a chunk
Edit: can you use them for mob spawners?
-
[1.12] What changed with the Model Loader?
Oh cool! I'll keep a look out
-
[1.12] What changed with the Model Loader?
I was about to post it until I noticed that I forgot the Subscribe Event annotation. Now it works. Thanks again for walking me through everything
-
[1.12] What changed with the Model Loader?
Ok, I understand registry a tad bit better, hopefully I get better with each update. But, I'm still having a little problem with the item model for the block. The block has a texture when I place it down, but now when the player holds it. The thing is, I haven't changed the json file for this since before the update neem/model/item/dore.json
IPS spam blocked by CleanTalk.