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Noob_Master69

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Everything posted by Noob_Master69

  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?
  12. Can someone explain to me how to create an armor renderer to render my 3d json armor?
  13. How do I do that exactly? Sorry I'm really a newbie at modding.
  14. Please help I really need to change the armor texture format
  15. Well there's two layers of armor right But I want it to only be like this
  16. Well, like skins so there's a overlay to the body
  17. Hi, I'm new to forge so I don't really know much yet but I was wondering if I could somehow change the armor texture dimension from 64x32 to 64x64.
  18. I'm making a mod that adds more armor but I wanted the armor texture to change based on the durability. If someone could help me it would be very much appreciated. Also note that I am only a beginner at modding so sorry if I might not understand.
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