Everything posted by poopoodice
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Easiest way to do translate/rotate player's arm in third person
After researching what I'm trying to do now is hide the hand model in pre event, and after everything's being renderer, I make the arms model visible and trying to do some translation and rotation of it. Unfortunately it is not as easy as just leftArm.showModel = true; leftArm.render(matrix, event.getBuffers().getBuffer(model.getRenderType(player.getLocationSkin())), event.getLight(), OverlayTexture.NO_OVERLAY); The rotation angles and position must be set before actual render the model, otherwise it will just be there, ignore player rotations, and... acting weird. What do I actually need for this? Do I even need a custom PlayerRenderer and PlayerModel?
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[1.14.4] Getting Items from Recipe / Drawing Items on GUI
you can use itemrenderer to draw items onto the screen (there are quite a lot of render item methods, check ItemRenderer or BeaconScreen), and I guess they are all pretty simple and straight forward, you should be able to get what they do.
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[1.15.2] SimpleImpl crash when on Dedicated Server
It says maxLength means the string read from the packet can not be longer than it, readString() passed in 32767. /** * Reads a string from this buffer. Expected parameter is maximum allowed string length. Will throw IOException if * string length exceeds this value! */ Quote from the comment
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[1.15.2] SimpleImpl crash when on Dedicated Server
is client only method marked as @OnlyIn(Dist.CLIENT). use readString(int maxLength) readString(int maxLength) instead
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Forge Client Not Starting
don't use capital letters
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[1.15.2] Help rendering semi-transparent textures?
true, or enable blend may work?
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[1.15.2] Help rendering semi-transparent textures?
I think the alpha of RenderSystem.color4f should do the transparent rendering (0~1), I'm not sure tho.
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Macro mod
I think he what he mean is look into the code itself, how vanilla do such stuff
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New Food Effect Method Syntax
// Forge: Use supplier method instead the comment above the deprecated Food.Builder.effect, basically telling you to use the above one
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[1.15.2] Using a different Item texture in GUI
you can also modify how the item looks like (translation, rotations... etc) with "gui"
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[1.15.2] Adding vanilla items with NBT data to a new Creative Tab
The write in Itemstack is something that writes an itemstack in a nbt tag iirc. What you are looking for should be either create a new CompoundNBT or getTag from the itemstack and use compound.putInt()... putBoolean... etc
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I cant import ToolMaterial OR EnumHelper!
It's called ItemTier or something now, you can find it in Items from the items like shovels or so.
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Unloading world resets capabilities [1.15.2]
iirc capabilities are only saved on the server
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[1.14.4] Is it possible to use the "runClient" configuration on the "runServer" configuration?
in server properties set online mode to false.
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Texture Problem 1.15.2 Modding
Not sure if you already fix the problem or not, but there's always a "warning" when some error happened in the resources such as model/texture/blockstate not found... etc. I also don't think any of the blockstate file you've tried is with the correct format in 1.15. Try this: { "variants": { "": { "model": "examplemod:block/example_block"} } }
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mod errors
probably wrong imports
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1.15
Blocks.GLASS_PANE.getDefualtState
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[1.15.2] [Solved] Sync energy level of a TileEntity's EnergyStorage to a GUI
on client you can use Minecraft.getInstance.player to get the client player on server you can use getSender from the context and then getEntityWorld from the player entity
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Entity Functioning But Not Rendering
have you register the renderer?
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Entity Functioning But Not Rendering
what I mean is you are only rendering your "stem" part, which has nothing in it Stem = new ModelRenderer(this); Stem.setRotationPoint(0.0F, 24.0F, 0.0F); which all your other stuff are in private final ModelRenderer StemNeck; private final ModelRenderer StemTip; but you only render the stem part @Override public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ Stem.render(matrixStack, buffer, packedLight, packedOverlay); }
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Entity Functioning But Not Rendering
I'm not so sure but it seems like you are only rendering a part of your model private final ModelRenderer Stem; private final ModelRenderer StemNeck; private final ModelRenderer StemTip; public ThornWhipTipModel() { super(RenderType::getEntitySolid); textureWidth = 32; textureHeight = 32; Stem = new ModelRenderer(this); Stem.setRotationPoint(0.0F, 24.0F, 0.0F); StemNeck = new ModelRenderer(this); StemNeck.setRotationPoint(0.0F, 0.0F, 0.0F); Stem.addChild(StemNeck); StemNeck.setTextureOffset(0, 0).addBox(-1.0F, -6.0F, -8.0F, 2.0F, 2.0F, 8.0F, 0.0F, false); StemNeck.setTextureOffset(0, 10).addBox(0.0F, -6.0F, 0.0F, 2.0F, 2.0F, 3.0F, 0.0F, false); StemNeck.setTextureOffset(11, 10).addBox(-1.0F, -7.0F, -5.0F, 1.0F, 1.0F, 1.0F, 0.0F, false); StemNeck.setTextureOffset(4, 6).addBox(-2.0F, -6.0F, -2.0F, 1.0F, 1.0F, 1.0F, 0.0F, false); StemNeck.setTextureOffset(0, 6).addBox(1.0F, -5.0F, -7.0F, 1.0F, 1.0F, 1.0F, 0.0F, false); StemNeck.setTextureOffset(4, 3).addBox(-1.0F, -4.0F, -6.0F, 1.0F, 1.0F, 1.0F, 0.0F, false); StemTip = new ModelRenderer(this); StemTip.setRotationPoint(0.0F, 0.0F, 0.0F); Stem.addChild(StemTip); StemTip.setTextureOffset(0, 0).addBox(-1.0F, -6.0F, 3.0F, 2.0F, 1.0F, 2.0F, 0.0F, false); StemTip.setTextureOffset(7, 10).addBox(0.0F, -5.0F, 3.0F, 1.0F, 1.0F, 2.0F, 0.0F, false); StemTip.setTextureOffset(0, 3).addBox(0.0F, -6.0F, 5.0F, 1.0F, 1.0F, 2.0F, 0.0F, false); } @Override public void render(MatrixStack matrixStack, IVertexBuilder buffer, int packedLight, int packedOverlay, float red, float green, float blue, float alpha){ Stem.render(matrixStack, buffer, packedLight, packedOverlay); }
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Why doesn't this recipe work?
provide more information such as log or even better a repo.
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Problem setting block with tile entities
urblock.getStateForPlacement or getDefualtState (you can still mess around with it) , and in your block class override hasTileEntity and return an instance of your custom te in createTileEntity. You can save the position of the master, and use world.getTileEntity to get the master te.
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[SOLVED] Can't register Tile ( Forge 1.15.2 - 31.2.0 )
I believe (s)he meant to say "show"
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Check if item is in Inventory
I think you can use getSlotFor(ItemStack stack) on client side, and probably manually iterate through all the slots by yourself using getStackInSlot(slot) (check findAmmo in player class).
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