Everything posted by bouwmeester2003
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how to create an pillar block
but will test today going to intergrade an devmode into the mod so i can see what it's doing
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how to create an pillar block
there isn't an problem it's just not showing the inventory item with textures
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how to create an pillar block
quick question have the block now have textures good but i doesn't display in the inventory bar how do i do that PillarBase.java block_pilar_cloud.json block_pilar_cloud.json block_pilar_cloud.json
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pillar block error
could someone help me? i've used extends blockrotatablepillar have now an model for the block but in my inventory it doesn't display
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pillar block error
yes i register a model for an item because earlier when i didn't add extends BlockRotatateblePillar it registered but now it doesn't
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pillar block error
what do you mean cadiboo
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pillar block error
found it it is { "variants":{ "axis=y": { "model": "dreammod:block_pilar_cloud" }, "axis=z": { "model": "dreammod:block_pilar_cloud", "x": 90 }, "axis=x": { "model": "dreammod:block_pilar_cloud", "x": 90, "y": 90 } } } now only one problem i can't get the inventory block picture right could someone help me?
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pillar block error
so what should i fill in into the blockstate file i have one but with only { "variants":{ "normal":{ "model": "dreammod:block_pilar_cloud" } } }
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pillar block error
i've created the pillar block but have now a new error there stands modid:block#axis=z/x/y with no texture how do i fix this?
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how to create an pillar block
yeah sorry used google translate extension in chrome and when i publish an post it translates the posts and publishes it then
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how to create an pillar block
dus ik probeer een pilaarblok in mijn mod te maken, maar weet niet hoe ik het moet maken als de originele kwartszuil, kan iemand me helpen? i mean that i rotates and places where the player is looking
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how to make and .smd file parser for forge
could anyone help me with making an .SMD file parser for forge so i can make models in blender and pre-animate mobs by switching the skeleton like pixelmon
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how to pre-animate mobs
OK so how can i make an .SMD parser
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how to pre-animate mobs
hallo jongens, kun je me helpen? dus ik weet hoe mobs te animeren, maar dat is gewoon willekeurig. Ik wil mobs maken die vooraf zijn geanimeerd met frames. in de Pixelmon mod doen ze het, maar de .pqc- en .smd-bestanden gebruiken ik weet er niets van dat hun bestanden er bijvoorbeeld zo uitzien als Arceus: arceus.pqc arceus.smd fly.smd idle.smd walk.smd
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.lang file does not work in 1.12.2
it works now
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.lang file does not work in 1.12.2
hello i make a MineCraft Mod and just added an own Creative tab but the .lang file doesn't work could you guy help me? here is my main class code: package com.CloudyProductions.DreamMod; import com.CloudyProductions.DreamMod.Proxy.CommonProxy; import com.CloudyProductions.DreamMod.Tabs.HeavenBlocks; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.SidedProxy; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.event.FMLPostInitializationEvent; import net.minecraftforge.fml.common.event.FMLPreInitializationEvent; import org.apache.logging.log4j.Logger; @Mod(modid = Reference.MODID, name = Reference.NAME, version = Reference.VERSION) public class Main { public static final CreativeTabs heavenblocks = new HeavenBlocks("heavenblocks"); @SidedProxy(clientSide = Reference.CLIENTPROXY, serverSide = Reference.COMMONPROXY) public static CommonProxy proxy; @EventHandler public void preInit(FMLPreInitializationEvent e) { } @EventHandler public void init(FMLInitializationEvent e) { } @EventHandler public void postInit(FMLPostInitializationEvent e) { System.out.println(""); System.out.println(""); System.out.println(""); System.out.println(""); System.out.println(""); System.out.println("Mod Started"); System.out.println(""); System.out.println(""); System.out.println(""); System.out.println(""); System.out.println(""); } } here is my creativemenu class: package com.CloudyProductions.DreamMod.Tabs; import net.minecraft.block.BlockAnvil; import net.minecraft.client.Minecraft; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemAir; import net.minecraft.item.ItemStack; import net.minecraftforge.fml.client.GuiOldSaveLoadConfirm; public class HeavenBlocks extends CreativeTabs { public HeavenBlocks(String label) { super("heavenblocks"); } @Override public ItemStack getTabIconItem() { return new ItemStack(Items.AIR); } } and here is my lang file: itemGroup.heavenblocks=Heaven Blocks the lang file is place in assets.dreammod.lang. language i have en_US.lang/nl_NL.lang/en_GB.lang/en_AU.lang/en_7S.lang
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