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Triphion

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Everything posted by Triphion

  1. I made a package that i call "handlers" in which i have put the eventhandler class, which i've given the name "ModEventHandler". And in this class i have done the lootload event as in the forge docs. Also done the registering of the event in the preinit call //Eventhandler MinecraftForge.EVENT_BUS.register(new ModEventHandler()); Then, how do i merge the loot tables? And by the way, is this a correct way of registering the loot table? Also, dungeon_scrolls.json is in /assets/modid/loot_tables/scrolls/
  2. How would i do this correctly? I have made myself a registering loot tables class Here and also registered it into my init constructor inside my main class. I read the forge docs and sort of found out how to register and add new loot tables, but didn't understand where i would put certain events and such. Forge Docs Any answers is highly appreciated ^^
  3. The entity i have is a model that is basically like a square. So i want the texture to end up being noticed as the biped head. But the whole texture just ends up in the same corner with insanely large pixels. I really need help with this, the texture, no matter how big i set the texture size, the texture always ends up in the same single square. I want to know why, and also how i can fix this. I have tried the texture offset function, but that didn't work either. The whole texture is still cramped in the same small square in the upper left corner. How do i make this square bigger and also not just as a square. I've been looking for answers on internet for the past 3 days. My model, entity and rendering class - Here Here is the texture - Here Would really appreciate any kind of answer. ^^
  4. should they be the same? Is that what youre trying to say? Because i tried that. Still the same thing.
  5. I have checked through the vanilla coding a bit, but i do not understand how i can change the texture size, i have done the To specify how big i want the texture size to be, but no matter how high or low i put it, its always a really, really small point in the left upper corner. I have no idea why. The model and mob itself works extraordinary, but the texture doesn't change its size. Here is my render and model class (the model class is where i specified texture size and all that) - https://gist.github.com/triphion/36a928dbc1ba75c9b81589933d6ee4ba (Should also point out that i used a picture with different colours to find out where the texture area was).
  6. So i want to know how the easiest way of doing this would be? Would it be to register the loot tables through main preinit contructor or is it easier to make a separate class and call all loot tables from there? I was reading a forge document on this but didn't quite understand how i would do this. Apparently you should call But where?
  7. How would i go about doing that? I have my model done, but how would i make the game recognize it as the model? What would i need to do in the render and model classes of my entity?
  8. Seriously? That's it? Then let me try to set it lower and i'll post the results. ^^ EDIT: Thank you so much sir! No more ingame crashes and such, however, the texture isn't working, its popping up as a shadow instead. Any ideas?
  9. I can't hit the entity's hitbox or even move the entity downwards by breaking blocks underneath him. To top it all of, the whole world freezes, every single entity or game command stops working. This only happens after i've summoned this entity. I think it has something to do with the entity's main coding, but im not sure. Also, after he's spawned, the whole minecraft stops working when i try to go out of the world and save. Also, the texture isn't working. Here is the entity's coding - https://gist.github.com/triphion/ec368c553b318278b0340b46413e18a8 The model and texture java files - https://gist.github.com/triphion/d155c181a0864e1d38e64a9bcd554f2a Also, here is where i register my entities - https://gist.github.com/triphion/536bb17d760f1eebb31f656c608d9dd5 The Repository with textures - https://github.com/triphion/Ancientarius/tree/master/src/main/resources/assets/ancient/textures/entity/thefross Any sort of help would be much appreciated ^^
  10. Yesterday i added an entity to the game and the model, registering and texturing is working, but when it walks the model and hitbox sort of lags forward. The model i am using is the regular zombie model. Gist of the model - https://gist.github.com/triphion/4af874e79e118bb4d3ae3cc83bbbe64a Gist of the Render and Entity - https://gist.github.com/triphion/676bb9beaea7dc008530e9b8530182ce
  11. Okey, so the game isn't crashing now, but my entity is invisible for some reason. Any ideas where this problem originates? This should've done the registering right? I did this in the client proxy Init. EDIT: Fixed it, thanks to both of you. ^^
  12. Because the other version is also deprecated, and i do not know of any other solutions. And what is the non depricated method of doing this?
  13. The registering seems to work, but every time i summon my entity, the screen freezes and turns light bluish and then crashes. Not sure what the reason of this is, i have checked the error log, but couldn't really figure out what was going wrong. So basically, i have extended the model from the zombie model to my own entity since i didn't want to go through the trouble of making my own. Then i have extended RenderLiving in my render class. Registered my entity in a class called ModEntities and also registered the rendering in my client proxy. Here is the gist and also error log - https://gist.github.com/triphion/0d43a1486a2919a8248b4445c6f27392
  14. My obj model works and is registered, however, the texture i've applied only applies to certain areas, i have done a few other obj models before this that worked out completely fine. But this particular one isn't applying the texture on the whole model, only in certain areas. It is also worth pointing out, that in those areas where there is no texture, there is also no model. It's just plain out invisible in those areas. I do not why this is though, which makes me a bit pissed. I however had a problem with another obj model before this, that when i changed the blockstate a bit, it worked out fine. Could the blockstate be the problem? The model itself looks almost like a pressure plate, with some terrain on top of it. Here is my repository with all my code and textures - https://github.com/triphion/Ancientarius
  15. Basically i want a solution on how i can add my own 3D model that i've made with blender and saved it as a wavefront file(.obj) as my mob model. I have searched around a bit, but i can't seem to find anyone that have explained how to do this. Would really appreciate some explaining on how this is possible. It is possible since i have seen it in alot of mods recently (More or less alot from the pixelmon mods). But i cannot find anyone that explained it, thanks beforehand. ^^
  16. Uhmm, and what should i type instead of facing(bar)? And you do mean i have to create a new instance like this right? BlockPos foo = new BlockPos(); Tho im not sure what should be in the two checks.
  17. Okey, so i should remove that actionresult that has fail in it, is that it? Is it gonna work in servers now? Then also, when people write As an example, what exactly do they mean with that hashtag? I mean, what does it stand for? Is it a dot or a method? Edit: It doesn't teleport me anywhere in servers, only in singleplayer still.
  18. I can't use it to teleport. It doesn't use it nor teleports me anywhere. However, it does work when i play singleplayer, but not on a server.
  19. Thanks for the reply, i'll look into it. There's also this thing, the item doesn't seem to work online, i do think this is because i do not have a worldIn call at the end on the code. But i do not know what it should be after the worldIn call.
  20. So i have made myself a teleportation staff that works fine and all but there is a small issue. Every time i teleport myself to a block, lets say a dirt/grass block while looking down from a high place, i get teleported inside the block i was aiming at. Looking to fix this and hopefully also remove fall damage for a brief period since when you use it while falling under high speed, you take fall damage depending on how fast you were falling. Code - https://gist.github.com/triphion/c5bb47baa2bdf47242e0e9a2183cf2bb
  21. Edit: I fixed it, looked into what setdamage did and realized that it actually didn't remove durability but actually just set the durability to a certain number.
  22. As the title implies, the items i have made has durability that shows, but it only takes durability the first time i use them. Not too sure why it only takes one off of the whole durability so i would like some guidance on this topic. Thanks in advance! ^^ Code - https://gist.github.com/triphion/9cfa3a8011eb74d90df02255f8643825
  23. I do not see that necessary since this seems to be a very simple matter since its only one thing i want to do and i feel like you already know how to do this. It would be much easier if you could just tell me a method which i can implement into the code such as "Stack.damageitem" or something. Or what needs to be replaced with what method. How much damage it removes on itemrightclick and also that it actually removes durability.
  24. And the method for that is setmaxdamage? And also, how would i pass it on to the actionresult and register it so that on item rightclick it removes 1 from the durability?
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