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Noob_Master69

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  1. Hello, I'm trying to create an event so when the player presses P it rotates the right arm so it looks like he's pointing at something and I've already created a keybind but it doesn't rotate the arm. Here's my Event code: @Mod.EventBusSubscriber(modid = Main.MOD_ID, bus = Bus.FORGE) public class PointEvent { @SubscribeEvent public static void pointEvent(RenderPlayerEvent event) { PlayerEntity player = event.getPlayer(); if(Keybind.LIFT.isKeyDown()) { Main.LOGGER.info("Rotated Arm!"); event.getRenderer().getEntityModel().bipedRightArm.rotateAngleX = 0.5F; } } } And here's the keybind code: public class Keybind { public static final KeyBinding LIFT; public static void init() { ClientRegistry.registerKeyBinding(Keybind.LIFT); } static { LIFT = new KeyBinding("imam.key.lift", 80, "key.categories.imam"); } }
  2. Hello, I'm trying to create an event so when the player presses P it rotates the right arm so it looks like he's pointing at something and I've already created a keybind but it doesn't rotate the arm. Here's my Event code: @Mod.EventBusSubscriber(modid = Main.MOD_ID, bus = Bus.FORGE) public class PointEvent { @SubscribeEvent public static void pointEvent(RenderPlayerEvent event) { PlayerEntity player = event.getPlayer(); if(Keybind.LIFT.isKeyDown()) { Main.LOGGER.info("Rotated Arm!"); event.getRenderer().getEntityModel().bipedRightArm.rotateAngleX = 0.5F; } } } And here's the keybind code: public class Keybind { public static final KeyBinding LIFT; public static void init() { ClientRegistry.registerKeyBinding(Keybind.LIFT); } static { LIFT = new KeyBinding("imam.key.lift", 80, "key.categories.imam"); } }
  3. In my mod, I made a block larger than the standard 16x16x16 cube in minecraft and when I load it up, it's fine but the outline is not in line with the model. Can anyone help me with this?
  4. so like this? if(!output.copy().isEmpty()) { smelting = output; cookTime++; inputs[0].shrink(1); inputs[1].shrink(1); handler.setStackInSlot(0, inputs[0]); handler.setStackInSlot(1, inputs[1]); energy -= 20; }
  5. So I've created a custom furnace and it works like I expected it to, until I took out the output. When I remove the output, it just stops smelting. Block.class: Recipe.class TileEntity.class Container.class Gui.class Machine/Block.class Can anyone help me please?
  6. So I've added an ore to my mod with a custom model. And when I put them side by side, it's pretty plain. Can anybody teach me how to add random block rotations so It's not always the same pattern? copper_ore.json { "credit": "Made with Blockbench", "textures": { "1": "imam:blocks/stone", "2": "imam:blocks/copper", "particle": "imam:blocks/copper" }, "elements": [ { "from": [0, 0, 0], "to": [16, 16, 16], "faces": { "north": {"uv": [0, 0, 16, 16], "texture": "#1"}, "east": {"uv": [0, 0, 16, 16], "texture": "#1"}, "south": {"uv": [0, 0, 16, 16], "texture": "#1"}, "west": {"uv": [0, 0, 16, 16], "texture": "#1"}, "up": {"uv": [0, 0, 16, 16], "texture": "#1"}, "down": {"uv": [0, 0, 16, 16], "texture": "#1"} } }, { "from": [12, 3, -3], "to": [17, 9, 4], "rotation": {"angle": 45, "axis": "x", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 5, 6], "texture": "#2"}, "east": {"uv": [0, 0, 7, 6], "texture": "#2"}, "south": {"uv": [0, 0, 5, 6], "texture": "#2"}, "west": {"uv": [0, 0, 7, 6], "texture": "#2"}, "up": {"uv": [0, 0, 5, 7], "texture": "#2"}, "down": {"uv": [0, 0, 5, 7], "texture": "#2"} } }, { "from": [6, 1.5, 14.5], "to": [11, 8.5, 20.5], "rotation": {"angle": -22.5, "axis": "x", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 5, 7], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 7, 6], "rotation": 270, "texture": "#2"}, "south": {"uv": [0, 0, 5, 7], "texture": "#2"}, "west": {"uv": [0, 0, 7, 6], "rotation": 90, "texture": "#2"}, "up": {"uv": [0, 0, 5, 6], "rotation": 180, "texture": "#2"}, "down": {"uv": [0, 0, 5, 6], "texture": "#2"} } }, { "from": [-2, 1.5, 2.5], "to": [3, 8.5, 8.5], "rotation": {"angle": -22.5, "axis": "x", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 5, 7], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 7, 6], "rotation": 270, "texture": "#2"}, "south": {"uv": [0, 0, 5, 7], "texture": "#2"}, "west": {"uv": [0, 0, 7, 6], "rotation": 90, "texture": "#2"}, "up": {"uv": [0, 0, 5, 6], "rotation": 180, "texture": "#2"}, "down": {"uv": [0, 0, 5, 6], "texture": "#2"} } }, { "from": [18, 12, 7], "to": [25, 18, 14], "rotation": {"angle": 45, "axis": "z", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 7, 6], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 7, 6], "rotation": 180, "texture": "#2"}, "south": {"uv": [0, 0, 7, 6], "rotation": 180, "texture": "#2"}, "west": {"uv": [0, 0, 7, 6], "rotation": 180, "texture": "#2"}, "up": {"uv": [0, 0, 7, 7], "texture": "#2"}, "down": {"uv": [0, 0, 7, 7], "texture": "#2"} } }, { "from": [3, 7.5, 1.5], "to": [10, 16.5, 8.5], "rotation": {"angle": -22.5, "axis": "x", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 7, 9], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 9, 7], "rotation": 270, "texture": "#2"}, "south": {"uv": [0, 0, 7, 9], "texture": "#2"}, "west": {"uv": [0, 0, 9, 7], "rotation": 90, "texture": "#2"}, "up": {"uv": [0, 0, 7, 7], "rotation": 180, "texture": "#2"}, "down": {"uv": [0, 0, 7, 7], "texture": "#2"} } }, { "from": [7, 4.5, 9.5], "to": [13, 13.5, 16.5], "rotation": {"angle": 22.5, "axis": "y", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 6, 9], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 9, 7], "rotation": 270, "texture": "#2"}, "south": {"uv": [0, 0, 6, 9], "texture": "#2"}, "west": {"uv": [0, 0, 9, 7], "rotation": 90, "texture": "#2"}, "up": {"uv": [0, 0, 6, 7], "rotation": 180, "texture": "#2"}, "down": {"uv": [0, 0, 6, 7], "texture": "#2"} } }, { "from": [0, 11.5, 9.5], "to": [6, 17.5, 16.5], "rotation": {"angle": 22.5, "axis": "z", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 6, 6], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 6, 7], "rotation": 270, "texture": "#2"}, "south": {"uv": [0, 0, 6, 6], "texture": "#2"}, "west": {"uv": [0, 0, 6, 7], "rotation": 90, "texture": "#2"}, "up": {"uv": [0, 0, 6, 7], "rotation": 180, "texture": "#2"}, "down": {"uv": [0, 0, 6, 7], "texture": "#2"} } }, { "from": [1, 0.5, 6.5], "to": [7, 6.5, 13.5], "rotation": {"angle": 22.5, "axis": "z", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 6, 6], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 6, 7], "rotation": 270, "texture": "#2"}, "south": {"uv": [0, 0, 6, 6], "texture": "#2"}, "west": {"uv": [0, 0, 6, 7], "rotation": 90, "texture": "#2"}, "up": {"uv": [0, 0, 6, 7], "rotation": 180, "texture": "#2"}, "down": {"uv": [0, 0, 6, 7], "texture": "#2"} } }, { "from": [10, -6.5, -1.5], "to": [16, 0.5, 4.5], "rotation": {"angle": -22.5, "axis": "z", "origin": [15.5, 3, 0.5]}, "faces": { "north": {"uv": [0, 0, 6, 7], "rotation": 180, "texture": "#2"}, "east": {"uv": [0, 0, 7, 6], "rotation": 270, "texture": "#2"}, "south": {"uv": [0, 0, 6, 7], "texture": "#2"}, "west": {"uv": [0, 0, 7, 6], "rotation": 90, "texture": "#2"}, "up": {"uv": [0, 0, 6, 6], "rotation": 180, "texture": "#2"}, "down": {"uv": [0, 0, 6, 6], "texture": "#2"} } } ] }
  7. So recently, I've been using Tabula for modelling my armor in my mod. But the weird thing is, it's acting weird, I've made a model but this shows up: And I actually have to do this to put it in the right position: Can anybody help me?
  8. So I made a custom model for my armor and when I tried it out, the model works but the texture doesn't. Here's my model code: package com.galileogalilei.ironmanarmormod.model; import net.minecraft.client.model.ModelBiped; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; public class ModelVArmor extends ModelBiped { ModelRenderer Headset1; ModelRenderer Headset2; ModelRenderer Headset3; ModelRenderer Spaulder; public ModelVArmor(float scale) { super(scale, 0, 64, 64); textureWidth = 64; textureHeight = 64; Headset1 = new ModelRenderer(this, 0, 32); Headset1.addBox(4F, -4F, -3F, 1, 2, 2); Headset1.setRotationPoint(0F, 0F, 0F); Headset1.setTextureSize(64, 32); Headset1.mirror = true; setRotation(Headset1, 0F, 0F, 0F); Headset2 = new ModelRenderer(this, 6, 32); Headset2.addBox(4F, -2F, -4F, 1, 1, 1); Headset2.setRotationPoint(0F, 0F, 0F); Headset2.setTextureSize(64, 32); Headset2.mirror = true; setRotation(Headset2, 0F, 0F, 0F); Headset3 = new ModelRenderer(this, 10, 32); Headset3.addBox(1F, -1F, -5F, 3, 1, 1); Headset3.setRotationPoint(0F, 0F, 0F); Headset3.setTextureSize(64, 32); Headset3.mirror = true; setRotation(Headset3, 0F, 0F, 0F); Spaulder = new ModelRenderer(this, 0, 36); Spaulder.addBox(-0.8F, -3.5F, -2F, 5, 5, 5); Spaulder.setRotationPoint(0F, 0F, 0F); Spaulder.setTextureSize(64, 32); Spaulder.mirror = true; setRotation(Spaulder, 0F, 0F, 0.3490659F); bipedHead.addChild(Headset1); bipedHead.addChild(Headset2); bipedHead.addChild(Headset3); bipedLeftArm.addChild(Spaulder); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } } And here's the code for my item: package com.galileogalilei.ironmanarmormod.item; import com.galileogalilei.ironmanarmormod.Main; import com.galileogalilei.ironmanarmormod.init.ItemInit; import com.galileogalilei.ironmanarmormod.model.ModelVArmor; import net.minecraft.client.model.ModelBiped; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.inventory.EntityEquipmentSlot; import net.minecraft.item.ItemArmor; import net.minecraft.item.ItemStack; import net.minecraft.potion.Potion; import net.minecraft.potion.PotionEffect; import net.minecraft.world.World; public class ItemMark5Armor extends ItemArmor { public ItemMark5Armor(ArmorMaterial materialIn, int renderIndexIn, EntityEquipmentSlot equipmentSlotIn) { super(materialIn, renderIndexIn, equipmentSlotIn); this.setCreativeTab(CreativeTabs.COMBAT); this.setMaxStackSize(1); } @Override public void onArmorTick(World world, EntityPlayer player, ItemStack itemStack) { if (player.inventory.armorItemInSlot(3) != null && player.inventory.armorItemInSlot(3).getItem() == ItemInit.MARK_5_HELMET && player.inventory.armorItemInSlot(2) != null && player.inventory.armorItemInSlot(2).getItem() == ItemInit.MARK_5_CHESTPLATE && player.inventory.armorItemInSlot(1) != null && player.inventory.armorItemInSlot(1).getItem() == ItemInit.MARK_5_LEGGINGS && player.inventory.armorItemInSlot(0) != null && player.inventory.armorItemInSlot(0).getItem() == ItemInit.MARK_5_BOOTS) { this.effectPlayer(player, Main.FLY_POTION, 0); } } private void effectPlayer(EntityPlayer player, Potion potion, int amplifier) { if (player.getActivePotionEffect(potion) == null || player.getActivePotionEffect(potion).getDuration() <= 1) player.addPotionEffect(new PotionEffect(potion, 159, amplifier, false, false)); } @Override public ModelBiped getArmorModel(EntityLivingBase entityLiving, ItemStack itemStack, EntityEquipmentSlot armorSlot, ModelBiped _default) { if(!itemStack.isEmpty()) { if(itemStack.getItem() instanceof ItemArmor) { ModelVArmor armorModel = new ModelVArmor(1.0f); ModelVArmor armorModelLegs = new ModelVArmor(0.5f); armorModel.bipedHead.showModel = armorSlot == EntityEquipmentSlot.HEAD; armorModel.bipedHeadwear.showModel = armorSlot == EntityEquipmentSlot.HEAD; armorModel.bipedBody.showModel = (armorSlot == EntityEquipmentSlot.CHEST) || (armorSlot == EntityEquipmentSlot.CHEST); armorModel.bipedRightArm.showModel = armorSlot == EntityEquipmentSlot.CHEST; armorModel.bipedLeftArm.showModel = armorSlot == EntityEquipmentSlot.CHEST; armorModelLegs.bipedRightLeg.showModel = (armorSlot == EntityEquipmentSlot.LEGS) || (armorSlot == EntityEquipmentSlot.FEET); armorModelLegs.bipedLeftLeg.showModel = (armorSlot == EntityEquipmentSlot.LEGS) || (armorSlot == EntityEquipmentSlot.FEET); armorModel.isSneak = _default.isSneak; armorModel.isRiding = _default.isRiding; armorModel.isChild = _default.isChild; armorModel.rightArmPose = _default.rightArmPose; armorModel.leftArmPose = _default.leftArmPose; armorModelLegs.isSneak = _default.isSneak; armorModelLegs.isRiding = _default.isRiding; armorModelLegs.isChild = _default.isChild; armorModelLegs.rightArmPose = _default.rightArmPose; armorModelLegs.leftArmPose = _default.leftArmPose; return armorModel; } } return null; } } Can anyone help?
  9. Hi, I have created an item for my mod and I have decided to add a description for it. Here's my code: package com.galileogalilei.ironmanarmormod.init; import java.util.ArrayList; import java.util.List; import com.galileogalilei.ironmanarmormod.objects.items.ItemBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; public class ItemInit { public static final List<Item> ITEMS = new ArrayList<Item>(); public static Item ARC_REACTOR = new ItemBase("arc_reactor"); public void addInformation(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, List par2List, boolean par4) { Item itemfordesc = null; if (itemfordesc == ItemInit.ARC_REACTOR) { par2List.add("\u00a7a" + "Proof Tony Stark has a Heart."); } } } But it doesn't seem to work, anyone has any idea why?
  10. I've finally made my renderer but there's a problem. Here's my code: package com.galileogalilei.ironmanarmormod.client.model; import net.minecraft.client.model.ModelBase; import net.minecraft.client.model.ModelRenderer; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLivingBase; import net.minecraft.util.EnumHand; import net.minecraft.util.EnumHandSide; import net.minecraft.util.math.MathHelper; public class ModelSuits extends ModelBase { public class ArmPose { } private static final String ArmPose = null; public ModelRenderer field_78116_c; public ModelRenderer field_178720_f; public ModelRenderer field_78115_e; public ModelRenderer field_178723_h; public ModelRenderer field_178724_i; public ModelRenderer field_178721_j; public ModelRenderer field_178722_k; public String field_187075_l = ModelSuits.ArmPose; public String field_187076_m = ModelSuits.ArmPose; public boolean field_78117_n; public ModelSuits() { this(0.0F); } public ModelSuits(float ☃) { this(☃, 0.0F, 64, 64); }
  11. Can someone please help me to make an armor renderer?
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