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Cadiboo

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Everything posted by Cadiboo

  1. try stepping through your code with the debugger. Also, don't use IHasModel
  2. Sorry we don't support 1.7.10 on this forum anymore due to its age (4+ years old). 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.
  3. Please don't, either make a TileEntity or use net.minecraft.block.Block#onNeighborChange
  4. Where did you download it from? Please give an URL
  5. This is pretty much the entire purpose of tile entities
  6. It is possible. Sorry we don't support 1.8.9 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.
  7. if you use @Mod.EventBusSubscriber, your methods need to be static
  8. You could try and use MCP, but don't. You should wait for Forge to update to 1.13, then the devs of Forge & MCP will update to 1.14.
  9. *sees no code* *can't help* What does this have to do with your models?
  10. Edit your original post and add "[SOLVED] " to the title, and please post your solution for people in the future.
  11. You can get a decompiled version of Optifine to use as a library by remapping the Optifine jar using simpledeobf with this command (for OSX) (You can also add --forcePublic to the end to make all methods public in the dev version) You can view the source code of Optifine by decompiling the "dev" jar you just made with your preferred decompiler (I use Bytecode-Viewer with FernFlower because it spits it out as a normal zip) You can run Optifine in your dev workspace by placing it and the OptiFineDevTweaker mod into your run/mods folder.
  12. I need the code (everything related to insantiating & registering loot tables and items) and preferably your entire debug log. Why can't you post your code as a GitHub repository?
  13. Sounds about right. Can you post your code as a GitHub repository?
  14. GLStateManager.disablLight(int)
  15. You might want to look at https://github.com/Cadiboo/WIPTechAlpha/blob/fb5883e9d76ef0361ec1ebbcb9c508611dd2ef6b/src/main/java/cadiboo/wiptech/client/ClientUtil.java#L87
  16. It got a lot of attention and good answers
  17. You should also check our Jabelar’s tutorials, their very comprehensive
  18. Can you post the entire log? It looks like your registering an override for Minecraft clock. If you could post your code as a GitHub repo that would be nice. Overriding getAttackDamage (or similarly named) will give you more control over the damage, there’s nothing wrong with your way though. Don’t use static initialisers! Instantiate your items in the registry event. If you need static references to your items, use @ObjectHolder
  19. I meant step through what happens when the camera’s viewpoint changes. You could make your own simpler implementation of RenderChunk/rebuildChunk that only deals with what you want or you could instantiate a new RenderChunk with the chunk you want to render, call rebuildChunk (and other necessary methods) to rebuild the chunk, and then get the data (rendered blocks) from the BufferBuilders stored in this. You might not even need reflection to acces the data. I would do it this way because I already have a bit of knowledge and experience on how chunks are rendered. Another way might work better for you
  20. Do you mean custom dimensions?
  21. The non-cuboid form might be a bit of an issue, but it is achievable. You might want to use a different model format though
  22. Where’s your packet? I think you might be calling code from one thread (the packet handler thread) that modified stuff in another thread (the Minecraft thread) causing a concurrent modification exception
  23. You may want to look at what happens when you change Minecraft.currentViewEntity (or similarly named) and what happens when you go into either of the 3rd person views. The way I would do this would be to use RenderChunk.rebuildChunk to generate the render of the terrain, then use reflection to access the BufferBuilder instances that it writes to and draw what you need to draw with that data.
  24. What do you mean? Just make a cuboid with different textures on different sides in JSON. You can make a parent model that just deals with the back and sides, and have child models that specify the front texture.
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