
mardiff
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Everything posted by mardiff
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The correct place for them to be would be forge/mcp/src/assets/bankme(THIS MUST BE LOWERCASE, and don't forget to change that in the code if you haven't already)/textures/blocks/whatever the file is.png You can't have the raginruffalo thing in front. The way your folder is identified is by looking for the part in front of the semi colon and going there, and then the rest of the path is determined by the object type and the actual name.
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Wait, where are your assets placed in your file system? Under the BankMe folder, or just in mcp/src like they should be?
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Personally, I'm not a fan of setTextureName. Just try using register icons in your safeBlock class instead. If that doesn't work, I'm gonna recommend redowloading the entire repository from GitHub without assuming anything you already have in your dev space is the same.
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Hey everyone, I've been trying to make food that when it is eaten, it returns another food item (a damaged value to be specific). I can get it to do this without the eating animation, but I'm unable to make the food be replaced by another and play the animation. I'm using onItemRightClick since it doesn't require the player to be looking at a block. A 32-tick time lapse would work fine, but any other suggestions are greatly appreciated.
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Well, after realizing that the solution was way easier than I thought, just keep your original code posted here and delete the .SetBlockID part from the fluid declaration. The block understands its fluid, and the fluid doesn't need to know its block.
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Thanks for trying to help but I disagree... getArmorTexture gives the file the texture and without it the whole skin is the purple/black unregistered pattern. getArmorModel overrides the base model for a helmet so that the model is the way I want it to be. Take that out and the pattern is binded to look like a vanilla helmet.
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In other words, change this: materialButterWasser = new MaterialLiquid(MapColor.sandColor); fluidbutterWasser = new Fluid("ButterWasser").setBlockID(blockButterWasser); FluidRegistry.registerFluid(fluidbutterWasser); blockButterWasser = new BlockButterWasser(blockButterWasserID, fluidbutterWasser, materialButterWasser).setCreativeTab(tabSeanSachen).setUnlocalizedName("blockButterWasser"); To this: materialButterWasser = new MaterialLiquid(MapColor.sandColor); blockButterWasser = new BlockButterWasser(blockButterWasserID, fluidbutterWasser, materialButterWasser).setCreativeTab(tabSeanSachen).setUnlocalizedName("blockButterWasser"); fluidbutterWasser = new Fluid("ButterWasser").setBlockID(blockButterWasser); FluidRegistry.registerFluid(fluidbutterWasser);
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Sorry that was my bad. Change it back to the way you had it since that method somehow requires a block.... But put the part in your preInit where you define your blockButterWasser in front of your fluidButterWasser. The block ID has not been defined yet for that block when you call the setBlockID method.
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In this line: fluidbutterWasser = new Fluid("ButterWasser").setBlockID(blockButterWasser); Change blockButterWasser to blockButterWasserID
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Hello Everyone, So I'm making a helmet that I created from my own techne model, and it loads into the game fine, except for the fact that along with the working helmet another helmet is seen that stays at the same spot above the player: Here's the code thats in the actual item class: And here's the model class: It just seems that a random duplicate appears for no reason at all, and it's not bound to rotate with the head. I tried binding all the shapes to both head and headwear, but neither worked. Thanks for the help.
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Ask the IC2 forum as most of us are unfamiliar with the API.
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For one, ic2 dusts are no longer dusts, and in the ore dictionary crushed iron, as it is now called, is crushedIron. Additionally, I recommend using the API given by IC2 to actually make the mod, but decompile the source with JD-GUI if you want to look at examples on how to do it.
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[SOLVED]Textures Not Working in Inventory, but do in World
mardiff replied to mardiff's topic in Modder Support
Umm thanks for all that stuff doorcloser, but I had all that already aside from the part that my icons are named and yours aren't... -
[SOLVED]Textures Not Working in Inventory, but do in World
mardiff replied to mardiff's topic in Modder Support
Thanks guys, I really appreciate it. -
1.6.4 Custom Furnace Gui not showing with no console error
mardiff replied to Bashula's topic in Modder Support
did you register your gui handler and your tile entity? -
1.6.4 Custom Furnace Gui not showing with no console error
mardiff replied to Bashula's topic in Modder Support
How about your gui handler? -
1.6.4 Custom Furnace Gui not showing with no console error
mardiff replied to Bashula's topic in Modder Support
Can we see the Strings class too? -
1.6.4 Custom Furnace Gui not showing with no console error
mardiff replied to Bashula's topic in Modder Support
onBlockActivated code in the TileEntity please? -
[SOLVED]Textures Not Working in Inventory, but do in World
mardiff replied to mardiff's topic in Modder Support
I'll hand out the source since this is extremely frustrating. Just put the stuff in the zip in the src. http://www.mediafire.com/download/cdav6fo3h0c61cl/put+in+src.rar -
[SOLVED]Textures Not Working in Inventory, but do in World
mardiff replied to mardiff's topic in Modder Support
Still works the same: the front texture works when its in the world, but the entire block in the inventory is the regular side Icon. -
[SOLVED]Textures Not Working in Inventory, but do in World
mardiff replied to mardiff's topic in Modder Support
The names of the textures are misleading, the "furnaceIconSides" are really just all of the sides that aren't the front. The active and idle are the two options for side 2, which is the front. And I don't really see the point of using getBlockTexture and getIcon. -
I've never worked with sounds before, but usually making a resource location should work for this. Put the stuff into src/assets/yourmodid/sounds, and then use this code: private static final ResourceLocation HurtSound = new ResourceLocation("yourmodid:sounds/whateverthefileiscalled.ogg"); Then just return HurtSound for getHurtSound(), and repeat this for all 3 parts.
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Hello everyone, I have a block that should be rendered pretty much the same as furnace with different textures, except that the front side is never rendered in the inventory. Any help?
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disregard this, I was being a silly head (again)