Everything posted by Budschie
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[1.16.1] [Solved] Help with new Dimension system
@Ugdhar Thanks. I think, at the moment the best thing to do is to wait.
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[1.16.1] [Solved] Help with new Dimension system
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.
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[1.15.2] How can I make a fluid
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?
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[1.15.2] How can I make a fluid
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.
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[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
@TheGreyGhost Thank you! This solved my problems.
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[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
@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:
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[1.15.2] LivingEntity render color/alpha
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);
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IllegalArgumentException : After running mod after 3 months
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.
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IllegalArgumentException : After running mod after 3 months
I think assetDirectory should point to your asset directory, which is most probably not the case.
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IllegalArgumentException : After running mod after 3 months
The problem is, that, as it says in the exception message, an environment variable isn't set properly.
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[1.15.2] Saving Structure above the 32x32x32 limit
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
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[1.15.2] Genrated Item model is rendering wrong
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.
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[1.15.2] Help rendering semi-transparent textures?
I recently worked on a gui, and I enabled transpareny with this lines of code:
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[UNSOLVED] [1.15.2] Blur a rendered gui
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.
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[1.15.2] Help with AbstractGui.blit
@MistaOmega Thanks.
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[1.15.2] Help with AbstractGui.blit
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.
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[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
@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?
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[1.15.2] - Custom Structure Gen from NBT
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.
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Getting a list of ores, dusts, ingots etc
But I'm not sure if you can use that information during mod loading.
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Getting a list of ores, dusts, ingots etc
I think you should look at ForgeRegistries. There you can get all registry entries. Example: ForgeRegistries.BIOMES.getEntries() gets all biomes.
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[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
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.
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[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
Should I set the vertices directly, or should I use a ModelRenderer?
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[1.15.2] My mod works on the singleplayer, but not on a server
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.
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[1.15.2] [Solved] Dynamically create Item model from dynamically generated item texture
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?
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Making a portal for a custom dimension
The file is called "net.minecraftforge.server.command.CommandSetDimension.java"
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