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MrArcane111

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Everything posted by MrArcane111

  1. There's an Event that gets called upon loading a GuiScreen (or an extension), from there, you might be able to cancel the main one and load a custom one instead. This is what I used to hack and add my own custom splashes to the main menu.
  2. NBT is used to store item data, not information for the player to read in-game. Which one do you want? If you DO want NBT, then I suggest looking at Thaumic Tinkerer; in the repo, there is a class that helps handle item-related NBT info.
  3. Ehm...isn't it getDrops? Anyway, you determine the meta value necessary for the item you want dropped, and then set the damage value accordingly.
  4. I would say to start out with Models because they are easier. When you've mastered those, then I highly encourage ISBRH <-- they are truly my favorite Forge thing at the moment; they're powerful, simple, and very easy to make. But again, if you are trying to create complex shapes in the world, then it is highly difficult to hard code them with the Tessellator in an ISBRH if you are new or unskilled.
  5. Really? It's right there in CommandBase. *sigh* public boolean canCommandSenderUseCommand(ICommandSender sender) ^ Just make sure to return true.
  6. Try using a TileEntity that you can sync between the client and the server. You'll avoid a lot of rendering and time syncopation issues that way.
  7. Your getIcon method has side 3 as always having the front of the furnace. You must check with rotational metadata to determine on which side to render the front icon, otherwise, it will always render on the same block face. Good luck to ya!
  8. I think part of the problem may be the light opacity you set in the block constructor. The javadoc says that it determines how much light passes through the block. Set it to 0, and then tell me what happens.
  9. Take a look at the EntityFX class. In it, there is a method called: public EntityFX multipleParticleScaleBy(float par1) . I believe this will be of use to you. P.S. Obviously, the float par1 indicates the scaling factor of the particle effect. Extra tip: You will need to multiply the scaling effect BEFORE you spawn in the particles.
  10. I think the topic author is asking for the ability to "stitch" textures together, not render multiple layers on top of each other. Since TiCon is open-source, why don't you go give it a looksey.
  11. Take a look at how chests handle their inventories. It will pretty much be the same for the item except you will need to do some NBTTagCompound specialization, but it's pretty basic stuff. As for the stack size? Just make more slots.
  12. If you look at the BlockContainer class, inside the breakBlock method, there is a removeTileEntity method. My guess is, you could pop your NBT-adding code into there. Of course, there is always events, but if you don't have to use them, then don't.
  13. You could always add your own Bucket "un-fill" Event into Forge if you really wanted to. They might approve your addition sometime in the future, who knows? But the InteractEvent is probably your best shot.
  14. Do you mean the flame/smoke particle effects? If so, yes, by scaling them properly.
  15. My suggestion is to use an ISBRH instead of a TileEntitySpeicalRenderer. The code makes a lot more sense, and it's pretty easy to use considering the code you posted.
  16. What commands are you using. Give us more information to work with. The picture you posted has nothing wrong with it.
  17. Ah, yes, of course, I forgot about IDEA users. I've always changed the keyboard shortcuts to Eclipse in IntelliJ because I think they're weird.
  18. Here's some Enchantment-related crap I wrote a while ago: https://github.com/Surseance/Enchantments It's outdated, but you can update it to work. I give you permission to use any of the code in there without referencing me. I used EventHandlers to manage all the Enchantment effects. EventHandlers are your best friend.
  19. I think it's still for 1.6.4, but Mekanism (an open-source mod on GitHub) has all the relevant methods to make this work.
  20. A brief suggestion: Use this icon array declaration at the beginning of your class. This sets the amount of icons we will be working with. private IIcon[] icon = new IIcon[however_many_icons_you_need_as_an_integer]; Now that you've declared the number of icons to use, we need to determine on which side (and/or on which metadata) to load them: @Override @SideOnly(Side.CLIENT) public IIcon getIcon(int side, int metadata) { // 0 = bottom, 1 = top, for individual sides, please refer to BlockFurnace } Now that you've got all that, we need to register the icons so that they'll load in game: @Override @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister ir) { this.icon[0] = ir.registerIcon(""); // For loading textures, please refer to the hundred tutorials. I don't want to write out directory related stuff. // Let's say you declared 4 icons at the top. Using the number 0 as I did above uses one of the icons from our array. Still confused? Read more about arrays. // Now continue what I did above for each of your textures. } Hope this helps!
  21. A quick google search found this: http://www.minecraftforum.net/topic/2001807-164how-to-code-custom-3d-armor-models-tutorial-by-senpaisubaraki/ Also, I have custom models loaded into one of my GitHub mod repos: https://github.com/Surseance/SteamCraft2 Make sure to check the ClientProxy, as that is where the models are loaded based on armor type. Hope this helps.
  22. Yes, it is there in 1.7.2. What I like to do to find classes is type the name of the class (in this case, RenderHandEvent), and then click on it to highlight it. Now, press F13. BAM. Takes you right to the class so that you don't have to waste time looking for it. The RenderHandEvent is located in: package net.minecraftforge.client.event. Learn to use the power of your IDE!
  23. Thanks for that! You know, I had looked at that before, but I guess I shoulda bookmarked it when I did because I forgot where to find it. Anyway, I guess it helped me in a way since it was a learning experience (just not a fun one).
  24. Yeah, using OpenGL in that case did not help. You had to have used the Tessellator. I mean, MC has the methods necessary to rotate textures nicely, but they're a bit convoluted and backwards. Maybe an API or Forge addition could be developed to make this a tiny bit easier—I'd do it myself, but I don't think I possess the know-how for something like that considering it took me an hour to figure out what was wrong. Other than that, I really love the SBRHs.
  25. After many hours of frustrating labor, I have finally figured out, thanks to the assistance of the lovely MMM_MasterM, how to rotate a block's top-facing textures based on placement metadata. Here was my dilemma: I created a Conveyor Belt that used the metadata integers 0-3 to determine placement. I also used the renderBlockLog in RenderBlocks as guidance for how I would rotate the texture. I learned that, using uvRotateTop, I could change the texture's rotation. The problem I was having was that the in-game directions North and East were placing fine, but the South and West ones weren't. By setting the uvRotateTop to 1, you could rotate the texture East. I thought that if I just set the uvRotateTop to 2, I could get it to rotate South. I was wrong. Solution: Well, it was really a matter of recognizing that the uv-related stuff in Minecraft is somewhat...unhelpful. It took a lot of back and forth banter between me and MMM_MasterM to fix the issue. Anyway, below I have posted the code from my SBRH so that none of you may ever have to experience what I just did. Let this be a learning experience! http://pastebin.com/csy3Ahnh This shows an example of one of the methods from the SBRH. I am going to move it to the renderInvBlock, and then you can just set the renderWorldBlock to true. In any case, I hope this helps!

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