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Budschie

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Everything posted by Budschie

  1. @Ugdhar Thanks. I think, at the moment the best thing to do is to wait.
  2. Hello. In the next few weeks, I'll try to update my deepnether mod to forge version 1.16.1. I'm also trying to partially rewrite my biome provider and chunk generator. But it seems that some classes changed (for example ModDimension, Dimension). Also, the way I used to register the dimensions doesn't work anymore. Furthermore, when can I expect that the mappings are being updated, and is there a list of things that changed for minecraft modders? Thanks for any answers.
  3. In vanilla, the class "FlowingFluidBlock" is used, but it's deprecated. Is there any other class that I could use instead of the FlowingFluidBlock class?
  4. I recently tried to make a fluid, but I failed because I didn't know how to do that. I tried to search for source code of a fluid implementation in a mod, but I didin't found any. Can someone help me please? Thanks for any replies.
  5. @TheGreyGhost Thank you! This solved my problems.
  6. @TheGreyGhost The problem is, that I have no idea what is going on. From one side, you can see a line, and from the other side of the face, you can see the tool. Everything is clipping, etc., as you can see in this thread:
  7. Here is an entity render class I wrote some time ago: https://github.com/Budschie/Deepnether-Mod/blob/master/src/main/java/de/budschie/deepnether/entity/renders/ShadowRenderer.java The important part is this line: this.entityModel.render(matrixStackIn, ivertexbuilder, packedLightIn, i, r, g, b, flag1 ? 0.15F*a : a);
  8. I remember that it was a pain to switch the location of the mod files back when I developed in MC version 1.12.2, because Eclipse had some problems finding the right folders etc. But that shouldn't be a problem anymore.
  9. I think assetDirectory should point to your asset directory, which is most probably not the case.
  10. The problem is, that, as it says in the exception message, an environment variable isn't set properly.
  11. Alternatively, you can look into my github, I have done something similar, but it can consume some time to properly implement it into your mod. https://github.com/Budschie/Deepnether-Mod/tree/master/src/main/java/de/budschie/deepnether/structures https://github.com/Budschie/Deepnether-Mod/blob/master/src/main/java/de/budschie/deepnether/structures/StructureBase.java https://github.com/Budschie/Deepnether-Mod/blob/master/src/main/java/de/budschie/deepnether/structures/PaletteStructure.java
  12. I'm currently working on generating a model from a generated texture. Here is my code to generate a model: https://github.com/Budschie/Deepnether-Mod/tree/master/src/main/java/de/budschie/deepnether/item/rendering The issue is, that it does not like an item at all. Here are some screenshots: Thanks for any help.
  13. I recently worked on a gui, and I enabled transpareny with this lines of code:
  14. Hello. I'm currently working on a gui system that supports animation, and it would be cool if it had an effect stack with, for example, a blur effect. How could I do that? Thanks for any replys.
  15. @MistaOmega Thanks.
  16. Hello. I'm currently working on a gui system with animation etc. For that, I need to know what the arguments of the AbstractGui.blit(p_blit_0_, p_blit_1_, p_blit_2_, p_blit_3_, p_blit_4_, p_blit_5_, p_blit_6_, p_blit_7_, p_blit_8_, p_blit_9_); method are. But I have no idea, I could only guess what the arguments are. Thanks for any help.
  17. @TheGreyGhost Thanks for responding. I made this bit of code, but the face normals of the generated model are wrong, resulting in rendering issues: How can I fix that?
  18. I'm not using a structure block to save the files. I'm using commands and a right click event. But overall, the right click event etc. is very badly written, and when my mod will be released, those classes will be deleted, and the structures will be put into the mod jar.
  19. But I'm not sure if you can use that information during mod loading.
  20. I think you should look at ForgeRegistries. There you can get all registry entries. Example: ForgeRegistries.BIOMES.getEntries() gets all biomes.
  21. I still have no solution, please help. I've tried to generate a model out of the texture, but I have no idea in which direction the normals should face etc.
  22. Should I set the vertices directly, or should I use a ModelRenderer?
  23. I think the crafting serializer that you wrote could be "wrong". Make sure to read and write the same amount of bytes in the same order from or into the PacketBuffer.
  24. Well, I think I have to generate the custom item mesh myself. There is one question left I have: Are minecraft block faces triangles or quads?
  25. The file is called "net.minecraftforge.server.command.CommandSetDimension.java"
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