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BeardlessBrady

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Everything posted by BeardlessBrady

  1. You are correct, that stopped the crash, but now the texture is the broken pink and black texture box. I think I can figure it out from here though. Thanks!
  2. that is invoked here: https://github.com/BeardlessBrady/Currency-Mod/blob/master-2.0-1.12/src/main/java/beard/modcurrency/client/BakedHandler.java which is handled in the client proxy: https://github.com/BeardlessBrady/Currency-Mod/blob/master-2.0-1.12/src/main/java/beard/modcurrency/proxy/ClientProxy.java
  3. https://github.com/BeardlessBrady/Currency-Mod/blob/master-2.0-1.12/src/main/java/beard/modcurrency/client/BakedModelCurrency.java#L33
  4. I seem to have got something working but when I load the item in the game crashes. Here is the crash report: https://pastebin.com/MPhxtbde And the class in question: https://github.com/BeardlessBrady/Currency-Mod/blob/master-2.0-1.12/src/main/java/beard/modcurrency/client/BakedModelCurrencyFinalized.java#L66
  5. Hey I know it has been a month but unfortunately I have been busy. So I tried to implement it the way you have on your mod @CAS_ual_TY but I can't seem to get it working. I've only done a test scenario just so I can get it to render before I start working on all the parts. Here is my code: https://github.com/BeardlessBrady/Currency-Mod/commit/01f2dfb9380eae52f0fb738eb2fa0f84124d3bd7
  6. Thats the problem, I wouldnt even know where to start with experimenting with that. What I'm trying to accomplish it creating an item that has 3 layers. Each layer has different variants. I was going to use JSON overrides and predicates but for some reason with that you can only override the entire model not just a layer of one so that requires me to create every combination of each layer. IBakedModel's seem more flexible but this example of how it works just flies over my head. ]
  7. Alright, my confusion is about GreyGhost's example here: https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe15_item_dynamic_item_model/ChessboardFinalisedModel.java#L135 and here: https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe15_item_dynamic_item_model/ChessboardFinalisedModel.java#L212 I'm not understanding how all the math on those lines and below are calculated and it is very overwhelming. I'm trying to figure out how to used IBakedModels.
  8. I am trying to use an IBakedModel to create a dynamic model for an item. I've been looking at GreyGhosts examples but I start getting confused here: https://github.com/TheGreyGhost/MinecraftByExample/blob/master/src/main/java/minecraftbyexample/mbe15_item_dynamic_item_model/ChessboardFinalisedModel.java#L135 From then on there are tons of numbers which to me don't really have any correlation as to where they came from so I can't quite understand how to do it in my own implementation. Any help would be appreciated, thanks!
  9. My goal is to create an item that has a base texture then I can overlay different textures on the base one based on certain properties. I know I can do this with Item Override JSON properties but it forced me to make models for each combination. Is there another way I can just override a layer of a model and not the entire model?
  10. Hey did you ever figure out how to create a generic version of the model then overlay textures according to properties onto it? This is exactly what I'm trying to figure out myself.
  11. Right, I was attempting to look but there is a lot of code and its hard to find. Custom Mesh Definitions can put me on the right track, thanks.
  12. What I am trying to do: I want to be able to stitch different texture onto an item texture sort of in lines with how Tinkers Construct does with its various types of tools, materials, addons etc. What would be the best method of doing this? I tried looking into tinkers construct code but thats a huge rabbit hole and I wasn't even sure if I was following the right classes or not haha so I'm hoping someone can nudge me in the right direction here.
  13. No it seems to be setup fine. Here is the log when I run the client: https://pastebin.com/wUXZ66sp As you can see forge is running fine, just not even detecting my mod at all, its very odd. I've tried re cloning the mod a gazillion times.
  14. Hey, it has been a couple months but I am getting back into the groove of things. Anyways I'm trying to run my mod in Intellij Idea and it runs forge fine but my mod doesnt seem to be running. https://github.com/BeardlessBrady/Currency-Mod Any ideas? It may be something simple but I haven't touched things I may be forgetting something.
  15. I'm just trying to figure out how to render fontRenderer's over itemstacks, I was told changing this.zLevel should do the job but whenever I change it about 0 they disappear. Any ideas?
  16. Oh, I assumed that both of you were pointing that out as the problem, sorry
  17. Actually, I checked to see if it was because it was being called on both sides. Its called twice on the SERVER side, which is what i find so odd
  18. As the title says for some reason placing a hopper on the side of my block and inserting one item through it makes the @insertItem method be called twice, very odd. Custom IItemHandler: https://github.com/BeardlessBrady/Currency-Mod/blob/e9bb8989a562399d0e56f2040c0f38e90aca87cf/src/main/java/gunn/modcurrency/mod/container/itemhandler/ItemHandlerVendor.java Tile(If that is needed): https://github.com/BeardlessBrady/Currency-Mod/blob/e9bb8989a562399d0e56f2040c0f38e90aca87cf/src/main/java/gunn/modcurrency/mod/tileentity/TileVending.java
  19. I'm looking for a way to in a crafting table allow my item to be crafted with any number of stacks and then when its crafted I'll have access to what itemstacks it was crafted with. Is anyone aware of a way to do this without making a custom sort of crafting table, I feel like I've seen this done similarly in other mods or even how vanilla does it with tool durability but I can't quite find examples of it.
  20. So I figured it out. When I switch from a Client Proxy and using the Common Proxy for the Server Proxy to a separate Server Proxy I forgot to set it in the Mod's main class. woopsie
  21. Here is my packetHandler: https://github.com/BeardlessBrady/Currency-Mod/blob/master-1.12.1/src/main/java/gunn/modcurrency/mod/network/PacketHandler.java I'm fairly certain I'm setting the INSTANCE variable correctly? I call the registerClientMessages and registerServerMessages in their respected proxy classes in the preInit methods.
  22. alright, I shall look into that/ thanks
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