
Everything posted by Cadiboo
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[1.7.2->1.12.2] Vec3 Pool
This adds a random float value, sorry for not posting it, but I hadn’t reconstructed it yet and it wasn’t part of the original snippet. I’ll change the Vec3s to use floats. Did the order of EnumFacing change since 1.7.10? This isn’t working at all
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[1.7.2->1.12.2] Vec3 Pool
Mojangs Vec3d is immutable, the code needs changeable vectors. I also just got an out of memory error so I might need to start doing some optimising, though that could be due to something else. It had to do with shaders That code I linked is being run for every block in a render chunk (it’s not as performance intensive as I thought, intelliJ hotswap seems to absolutely kill FPS tho)
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[1.7.2->1.12.2] Vec3 Pool
I'm porting someones mod to 1.12.2, I can show you a snippet the original code, but thats it (the mod was never open source, and this is the only snippet that the author shared). I'm currently making a new class called Vec3 and just instantiating new objects instead of using a pool. The code is currently super performance intensive, and I'm not worried about memory optimisations yet.
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[1.7.2->1.12.2] Vec3 Pool
Does anyone know what the 1.12.2 replacement for the 1.7 method world.getWorldVec3Pool().getVecFromPool(double, double, double) is or what it was used for? I assume memory optimisations for vectors
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[1.12] [SOLVED] Render Internal Faces
*sees no code or JSON* *can’t help* The best I can do without information is tell you that you can specify cullfaces in the JSON, and you should try using BlockBench (blockbench.net) to make your models so you can mess around with the cull faces and see the results instantly
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Get Break Particles From A Block
- Get Break Particles From A Block
Also that you want to get it from a block dynamically, not just spawn the exact same block particle every time- Get Break Particles From A Block
Get the IBakedModel of the block, then get the particle texture from that I think you’ll have to change the particle type to BLOCK_CRACK and play around with the last parameter a bit (the block id & meta). Or maybe you could just use something like ForgeRegistries.Blocks::getIdForBlock.- [1.12.2] ObjectHolder Not Populating Fields
Don't use BlockBase or ItemBase or ItemBlockBase and all that- I cant add new mods and cant delete mods
Sorry we don't support 1.8.9 or any version under 1.9 on this forum anymore due to its age. We simply don't know how to help you anymore. You can go to the Minecraft Forum where I think that they still still support older versions, or update to a modern version of Minecraft (the latest version or the one before it) to receive support on this forum.- Can someone help me locate the problem with my mc? (Crash log)
Optifine only works on specific versions of Forge (2729)- is there a way to get alpha Textures, sounds and old lighting into MC 1.13.2? (Hire a modder?)
That lighting probably won’t be hard to do- Rendering ModelBase items
As I said, GunCus does all of this - custom models based on attachments etc., a custom overlay for aiming, a custom matrix and animation for aiming. You should probably take a look at it. https://github.com/CAS-ual-TY/GunCus- Need Gems, Crystals, and Ores Idea!
I’m on a team that’s making a mod that includes all this stuff- Need more ram
http://www.lmgtfy.com/?q=How+to+add+more+ram+to+minecraft- Rendering ModelBase items
You might want to look at the GunCus mod, it does both those things- Where is the source code?
If you use IntelliJ or Eclipse the Forge & minecraft code gets added to your workspace as a library so you can reference it. If you want to use VIM you can find the text versions of the code in your .gradle folder somewhere - note that these files are just normal files containing the source as text, so editing it won’t actually affect any of the minecraft or forge code.- Arrows not always hitting players
Your trying to get the instance field of a null instance. Get the field in a static initialiser (ReflectionHelper.findField), and then call Field.get(instanceOfArrow) in your normal code- [1.12.2] [SOLVED] Problems With TileEntities and PropertyBools
Take a look at https://github.com/Cadiboo/Example-Mod/blob/master/src/main/java/cadiboo/examplemod/EventSubscriber.java You should also check out the README of that repo.- Registering an Event class that extends EntityLiving
Check if it’s an entity cow first? if(entity instanceof EntityCow)...- Where is the source code?
What IDE are you using? How did you set up your workspace?- Rendering ModelBase items
It depends on your use case. If your model doesn’t move, or doesn’t much at all use JSON. If you have something that moves a lot (like a player) use programed models. If you find JSON hard to use, check out http://blockbench.net- While we wait for Forge for Minecraft 1.13, let's talk favorite mods
If future please make a new issue rather than commenting on someone else’s thread. 1) Download Forge for the version of minecraft you are playing on (only download Forge from the offical website http://files.minecraftforge.net) 2) Search through CurseForge to find the mods you want to play (they need to be for the same version of minecraft) Only download mods from CurseForge (https://minecraft.curseforge.com/mc-mods) as other sites reupload mods without credit to the authors, and usually add malware and viruses to the mods (check out http://stopmodreposts.org for more info). 3) Put the mods you downloaded in your .minecraft/mods folder (you can read how to find your .minecraft folder at https://minecraft.gamepedia.com/.minecraft)- Rendering ModelBase items
I’d say use JSON so resource packs can change your models. How is it harder to use JSON than model base? It seems like it would be a lot easier to me- Vanilla Advancement Recipe Broken?
What do you mean by removed? - Get Break Particles From A Block
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