Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Musicgun47

Members
  • Joined

  • Last visited

  1. Can anyone tell me why this is happening? I Created the model with Blender if that makes a difference. Here's what it should look like minus the interpolation blender does on small textures of course. It seems as though the UV mappings are getting shrunk in game for each triangle. I've compared the .obj and .mtl files with those of models from other mods and there is nothing wrong with the files. Do I need to write a custom renderer to fix this issue?
  2. Just a question about the coordinates for AxisAlignedBBs. I was making a custom AABB for one of my models and assumed that the position of (0,0,0) for the bounding box would be at the bottom north-west corner and (1,1,1) would be the opposite corner, however, this does not seem to be the case, as after specifying the bounding box based off this assumption, the box was misaligned. So, can anyone tell me which corner (0,0,0) refers to then?
  3. That's just a scaling issue. Fixing it it mostly just trial and error until you get it to the size you want. You can either fix it in the blockstate JSON which is tedious as you'd have to include the scaling for all variations, or, the easier way, scale it down in your 3D modelling program until it's the right size in game.
  4. This is a problem with your UV mapping for your model. Minecraft does not support UV mappings outside of the 0-1 range. This means all of your mappings need to be inside this range for the model to be loaded. If you're using Sketchup, All the mapping should be within the non-greyed out area of the UV editor.
  5. It looks like you haven't properly instantiated the OBJLoader. If you had, the loader should have a line like this: [main/INFO] [FML/mod_id]: OBJLoader: Domain mod_id has been added. before it attempts to load the model. Make sure you've included the OBJLoader.INSTANCE.addDomain(MODID); line in the preinitialization stage.
  6. Ok, I feel like a complete idiot now. Turns out when I configured the git repository, it stopped updating changes to the local workspace that eclipse was set to build from. Fixed it now by changing the build location to the local git repository and everything works now. Just need to fix the bugs now. Thanks for the help.
  7. It's the full cube, and yes, this was from a fresh run. The problem is that Minecraft is looking for the variant that has the boolean flags for north, south east and west, which don't exist because I removed them from the class. However it still thinks that the block should have those properties.
  8. Here's the log, but I can't see any errors, aside from missing textures for other items i haven't created yet. fml-client-latest.log
  9. Oh, apparently I'm an idiot and didn't even notice I'd done that. ? Well, I changed the class to fix that and removed the unnecessary properties, but it's still using the old implementation in game, which now always displays the purple and black box. Not sure what I've done wrong. I did switch to the forge json format but that shouldn't be the problem. Links at top still relevant.
  10. I only defined the variants that should be possible. If the undefined variants ever occur, minecraft would just render the black and puple cube, but this never happens as the boolean values are never changed. Also I'm removing the booleans entirely as I realised I didn't need them for determining where the connections are. This method should be checking if a table can connect on a specific side. By default it will return true as the default state of the table is connections == 0. It should return false if the table already has at least 1 connection and the table is facing the direction it's trying to connect to.
  11. I have just started working on a mod for the first time so apologies if the solution is really obvious. I'm trying to make a table that when placed next to another will connect into one block. I only want them to connect in a straight line, so not around corners. I have set up a blockstate JSON for all the variants which works properly for the single table (i.e. rotating the table to face the player) and overrided the neighborChanged method to check for adjacent tables and connect if possible. However, when I test it in game the blockstates are not updating when the tables are placed side by side. not sure what I'm doing wrong but hopefully someone else can spot the error. AlchemistsTable class AlchemistsTable BlockState

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.