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Beethoven92

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Everything posted by Beethoven92

  1. Please, be more clear and specific...i think you mean "i just started to play" right? and what you mean by "when i get it"?
  2. Usually logs will tell you where the null pointer exception was thrown at, reading them may be useful. Also please, show your entire code, in particular your custom entity class
  3. There is not need to extend ItemModelsProperties since func_239418_a_ is a static method. You have to register your properties during your client setup event
  4. Which one? I don't really get what's going on in that picture
  5. Also, isn't this mod a reboot of the old red power mod? https://www.curseforge.com/minecraft/mc-mods/project-red-base
  6. Item overrides are hardcoded for vanilla items, so the "blocking" property only works with Items.SHIELD. You need to register your own "blocking" property and bind it to your custom shield item. Take a look at the ItemModelsProperties class. Bow, Compass Clock ecc.. properties are also defined there.
  7. I think it would be easier to just write here the mods you want to be ported and the target version..so people will send you a personal email only if they are interested in making the port
  8. Mmmmm it seems you are doing some weird positioning with the matrix translation and vertex positions, which i can not really spot right now without messing with the values myself. Try to play a bit with the vertex positions and the values you put in the matrixStackIn.translate and see how they appear ingame, so you can have better idea what's wrong with them
  9. Actually you don't even need a custom model class, which in your case is identical to ShieldModel. You just have to apply your own texture to the vanilla shield model, which you have to do in the renderer. Also i don't get why you are implementing IBakedModel on your EnderiteShieldModel class. Look at how the ItemStackTileEntityRenderer class renders the shield
  10. Well, the issue seems to be pretty straight forward here. If you read the Corail Tombstone curseforge page you will see that it warns you about possible incompatibilities with other grave mods. Try removing one of the two grave mods you have in the mod pack
  11. Since no one is responding, i'll try to give you an answer, even though i am not really sure what to say in this case..maybe someone else can add something more useful later. So, what you want to do may not be entirely possible, at least not without modifying the inner workings of vanilla world generation process (and that would require you to know exactly what you are doing). In fact at the moment i don't even recall any mod that ever did something like that, and that's not a good sign generally. I mean, the only thing that comes to my mind is, at least regarding structures, is to perfom a very ugly and inefficient manual removing of the whole structure right when its generated, but this would be pretty difficult to code and also very error prone, and you probably will be very likely to leave your world with weird artifacts in some cases. Also entities that usually spawns withing structures would still be there because the fact you remove the blocks of the structure doesn't mean the game doesn't consider it to be there anymore, so you would need to take care of that also. I think this would be very impractical. Another possibility could be to add/remove structure or features conditionally during the BiomeLoadingEvent based on some value determined by the stage of the game you are in. But i guess that would at least require to close and restart the game as soon as you reach a certain stage where some features should start generating, in order to have them added to world generation. Of course then they would generate only in new unexplored chunks of the world. Edit: my bad, i realised that BiomeLoadingEvent is a 1.16.2+ thing, but still the concept above applies in 1.15
  12. Snowballs, ender pearls, eggs, eyes of ender...are all rendered through the SpriteRenderer..you may want to explore a bit that class and also you may find this example very useful: https://github.com/TheGreyGhost/MinecraftByExample/tree/1-16-3-final/src/main/java/minecraftbyexample/mbe81_entity_projectile Edit: wooops, sorry TheGreyGhost, you were 1 second faster than me
  13. Define "not working"
  14. Well, when you want to draw a rectangular form on paper you don't just place the pencil somewhere on the paper and hope for the rest of the shape to draw itself right? The same applies here, but luckily you just need to define only the four vertices of the shape, and rendering of the connections between them will be handled in the background.
  15. Well, your code does exactly what you are telling it to do, have you taken a look at the ShieldModel class and its members/methods? If so you would notice that there are two getter methods that return two ModelRenderers, respectively one that represents the plate of the shield, and one that represents the handle. Now with: this.modelShield.func_228294_b_().render(p_239207_3_, VertexBuilder, p_239207_5_, p_239207_6_, 1.0F, 1.0F, 1.0F, 1.0F); you are calling only one of these two methods, and you are rendering only the model that you get from it. By looking at the ShieldModel class you will see that this is the method that gets you the handle model
  16. It seems to me that you are trying to render a face (so a quad) by adding only one vertex to the buffer
  17. As a supplement to the great example that GreyGhost linked to you..you are already aware that minecraft already combines json models with tile entity renderering, and that's good. So why not trying to look at a block that does exactly that, for example..the enchanting table? Also when you see the default no-texture-found texture (the pink black one), debug logs usually tells you where the game tried to load the texture from and why it didn't manage to find it..or if your jsons are not written correctly
  18. You also need to override createSpawnPacket in your entity class, and use the forge NetworkHooks class to get the correct spawn packet (sending a default vanilla packet won't work), so your entity will be rendered on the client
  19. Is the entity yours or is it a vanilla one?
  20. That's not how it works. The name of the parameter (Head in this case) has no influence on what that parameter represents, which in your case is an EquipmentSlotType. You could have named that parameter whatever you wanted, and it would have been the same. So, you have a method (canEquip) which returns a boolean value that is used to determine if the ItemsStack passed to this method (the first parameter) can be worn inside a given armor slot, which is determined by the second parameter (EquipmentSlotType). Now, all your method does is returning a true value always, which tells the game that the given ItemStack can be equipped in any slot. What you have to do is check for the value of the EquipmentSlotType parameter you are interested in and make the canEquip method return true only when that condition is verified
  21. I am pretty sure you have to create a mod for that
  22. What you are looking for is the canEquip method. You can find this inside the forge item extension interface, IForgeItem. You would need to override this method inside your item class
  23. I suggest taking a look at this exhaustive example about projectile entities: https://github.com/TheGreyGhost/MinecraftByExample/tree/working1-16-3/src/main/java/minecraftbyexample/mbe81_entity_projectile StartupClientOnly is the class where the entity type/renderer binding happens
  24. Definitely looking at vanilla skull item and try to replicate its behaviour in your custom item is the way to go here. Editing the vanilla skull code is not an option in this case
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