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nat0875

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  1. in short how would i go about making the code for a keybind
  2. Will forge support for 1.15.2 be dropped anytime soon because i dont want to get stuck and not have any support that was my problem with 1.7
  3. Hello, I'm trying to implement an item into the game but it in my registry handler the second Deferred Registry is crossed out I don't know why I think this is what's causing the issue but I'm not sure? RegistryHandler: package narutoprivatemod.util.items; import narutoprivatemod.narutoprivatemod; import net.minecraft.item.Item; import net.minecraftforge.fml.RegistryObject; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import net.minecraftforge.registries.DeferredRegister; import net.minecraftforge.registries.ForgeRegistries; public class RegistryHandler { public static final DeferredRegister<Item> ITEMS = new DeferredRegister<>(ForgeRegistries.ITEMS, narutoprivatemod.MOD_ID); public static void init() { ITEMS.register(FMLJavaModLoadingContext.get().getModEventBus()); } // only items go here public static final RegistryObject<Item> RASENGAN_SKILL_LERNER = ITEMS.register("Rasengan_Skill_Lerner", ItemBase::new); } ItemBase: package narutoprivatemod.util.items; import net.minecraft.item.Item; import net.minecraft.item.ItemGroup; public class ItemBase extends Item { public ItemBase() { super(new Item.Properties().group(ItemGroup.MATERIALS)); } } Main mod class: package narutoprivatemod; import narutoprivatemod.util.items.RegistryHandler; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.event.lifecycle.FMLCommonSetupEvent; import net.minecraftforge.fml.javafmlmod.FMLJavaModLoadingContext; import org.apache.logging.log4j.LogManager; import org.apache.logging.log4j.Logger; @Mod("narutoprivatemod") public class narutoprivatemod { private static final Logger LOGGER = LogManager.getLogger(); public static final String MOD_ID = "narutoprivatemod"; public narutoprivatemod() { FMLJavaModLoadingContext.get().getModEventBus().addListener(this::setup); FMLJavaModLoadingContext.get().getModEventBus().addListener(this::doClientStuff); RegistryHandler.init(); MinecraftForge.EVENT_BUS.register(this); } private void setup(final FMLCommonSetupEvent event) { } private void doClientStuff(final FMLClientSetupEvent event) { } }
  4. does it matter if the mod is old what would be the limit you u say of how far back I should look (ex: comparing version 1.15.2 to 1.12.2) would that be to old to learn from
  5. hey I switched from 1.7 recently to 1.15.2 and am trying to set up a very basic event to print in chat but what do i need to to put in my mod class to launch this event? Event Handler: package NarutoPrivateMod; import net.minecraftforge.event.entity.player.EntityItemPickupEvent; import net.minecraftforge.eventbus.api.SubscribeEvent; public class narutoEventHandler { @SubscribeEvent public void pickupItem(EntityItemPickupEvent event) { System.out.println("Naruto test #1"); } } Main Class: package NarutoPrivateMod; import net.minecraftforge.fml.common.Mod; @Mod(narutoprivatemod.MOD_ID) public class narutoprivatemod { public static final String MOD_ID = "narutoprivatemod"; } (very basic ik just switched from 1.7 and mcreator so lmao)
  6. i just moved to 1.15.2 from 1.7.10 how do you recommend I learn code Minecraft properly how did you guys out there learn?
  7. sorry I just felt like you guys wouldn't want to hear some speech about my needs lol
  8. what do are somethings i need in my mod class to get started I recently came from 1.7 and woah this is amazing
  9. Trying to make a custom skin overlay that activates at the press of a key like this
  10. import net.minecraft.client.model.ModelBiped; import net.minecraft.client.renderer.entity.RenderPlayer; import net.minecraft.entity.EntityLivingBase; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; public class RenderTutorialPlayer extends RenderPlayer{ public ResourceLocation texture = new ResourceLocation("minecraft:sharingan.png"); public ModelBiped tutModel; public RenderTutorialPlayer() { super(); this.mainModel = new ModelBiped(0.0F); this.modelBipedMain = (ModelBiped) this.mainModel; this.modelArmorChestplate = new ModelBiped(1.0F); this.modelArmor = new ModelBiped(0.5F); this.tutModel = new ModelBiped(0.5f); if(Conditions for the overlay to be rendered){ @Override public void renderModel(EntityLivingBase entity, float par2, float par3, float par4, float par5, float par6, float par7){ super.renderModel(entity, par2, par3, par4, par5, par6, par7); { ModelBiped modelBiped; for (int i = 0; i < 4; ++i) { modelBiped = this.tutModel; GL11.glColor4f(1, 1, 1, 1); this.bindTexture(texture); modelBiped.bipedHead.showModel = i == 0; modelBiped.bipedHeadwear.showModel = i == 0; modelBiped.bipedBody.showModel = i == 1 || i == 2; modelBiped.bipedRightArm.showModel = i == 1; modelBiped.bipedLeftArm.showModel = i == 1; modelBiped.bipedRightLeg.showModel = i == 2 || i == 3; modelBiped.bipedLeftLeg.showModel = i == 2 || i == 3; modelBiped.onGround = this.mainModel.onGround; modelBiped.isRiding = this.mainModel.isRiding; modelBiped.isChild = this.mainModel.isChild; if (this.mainModel instanceof ModelBiped) { modelBiped.heldItemLeft = ((ModelBiped) this.mainModel).heldItemLeft; modelBiped.heldItemRight = ((ModelBiped) this.mainModel).heldItemRight; modelBiped.isSneak = ((ModelBiped) this.mainModel).isSneak; modelBiped.aimedBow = ((ModelBiped) this.mainModel).aimedBow; } modelBiped.setLivingAnimations(entity, par2, par3, 0.0F); modelBiped.render(entity, par2, par3, par4, par5, par6, par7); // Start alpha render GL11.glDisable(GL11.GL_LIGHTING); this.bindTexture(texture); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glEnable(GL11.GL_BLEND); GL11.glAlphaFunc(GL11.GL_GREATER, 0.0F); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); float time = entity.ticksExisted / 10.0F; float sTime = (float) Math.sin(time) * 0.5F + 0.5F; float r = 0.2F * sTime; float g = 1.0F * sTime; float b = 0.2F * sTime; modelBiped.render(entity, par2, par3, par4, par5, par6, par7); GL11.glDisable(GL11.GL_BLEND); GL11.glEnable(GL11.GL_ALPHA_TEST); GL11.glColor4f(1, 1, 1, 1); GL11.glEnable(GL11.GL_LIGHTING); } } } }
  11. Trying to make a way where you press a key and it activates a layered overlay on a skin could anyone recommend me to a tutorial on that?
  12. package net.minecraft.src; public class ModelNew extends ModelBase { //fields ModelRenderer head; ModelRenderer body; ModelRenderer rightarm; ModelRenderer leftarm; ModelRenderer rightleg; ModelRenderer leftleg; ModelRenderer Top_Left_Cage_; ModelRenderer Top_Right_Cage; ModelRenderer Top_Back_Cage; ModelRenderer Middle_Right_Cage; ModelRenderer Middle_Left_Cage; ModelRenderer Back_Middle_Cage; ModelRenderer Back_Bottom_Cage; ModelRenderer Bottom_Left_Cage; ModelRenderer Bottom_Right_Cage; ModelRenderer Top_Front_Cage_Right; ModelRenderer Top_Front_Cage_Left; ModelRenderer Middle_Front_Cage_Left; ModelRenderer Middle_Front_Cage_Right; ModelRenderer Bottom_Front_Cage_Right; ModelRenderer Bottom_Front_Cage_Left; ModelRenderer Neck; ModelRenderer 1nd_Top_Left_Cage_; ModelRenderer 1nd_Top__Right_Cage; ModelRenderer 1nd_Top_Back_Right_Cage; ModelRenderer 1nd_Top_Back_Left_Cage; ModelRenderer 2nd_Middle_Back_Left_Cage; ModelRenderer 2nd_Top_Left_Cage_; ModelRenderer 2nd_Middle_Back_Right_Cage; ModelRenderer 2nd_Top_Right_Cage_; public ModelNew() { textureWidth = 64; textureHeight = 64; head = new ModelRenderer(this, 0, 0); head.addBox(-4F, -8F, -4F, 8, 8, 8); head.setRotationPoint(0F, 0F, 0F); head.setTextureSize(64, 64); head.mirror = true; setRotation(head, 0F, 0F, 0F); body = new ModelRenderer(this, 16, 16); body.addBox(-4F, 0F, -2F, 8, 12, 4); body.setRotationPoint(0F, 0F, 0F); body.setTextureSize(64, 64); body.mirror = true; setRotation(body, 0F, 0F, 0F); rightarm = new ModelRenderer(this, 40, 16); rightarm.addBox(-3F, -2F, -2F, 4, 12, 4); rightarm.setRotationPoint(-5F, 2F, 0F); rightarm.setTextureSize(64, 64); rightarm.mirror = true; setRotation(rightarm, 0F, 0F, 0F); leftarm = new ModelRenderer(this, 40, 16); leftarm.addBox(-1F, -2F, -2F, 4, 12, 4); leftarm.setRotationPoint(5F, 2F, 0F); leftarm.setTextureSize(64, 64); leftarm.mirror = true; setRotation(leftarm, 0F, 0F, 0F); rightleg = new ModelRenderer(this, 0, 16); rightleg.addBox(-2F, 0F, -2F, 4, 12, 4); rightleg.setRotationPoint(-2F, 12F, 0F); rightleg.setTextureSize(64, 64); rightleg.mirror = true; setRotation(rightleg, 0F, 0F, 0F); leftleg = new ModelRenderer(this, 0, 16); leftleg.addBox(-2F, 0F, -2F, 4, 12, 4); leftleg.setRotationPoint(2F, 12F, 0F); leftleg.setTextureSize(64, 64); leftleg.mirror = true; setRotation(leftleg, 0F, 0F, 0F); Top_Left_Cage_ = new ModelRenderer(this, 0, 0); Top_Left_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); Top_Left_Cage_.setRotationPoint(-11F, 0F, -6F); Top_Left_Cage_.setTextureSize(64, 64); Top_Left_Cage_.mirror = true; setRotation(Top_Left_Cage_, 0F, 0F, 0F); Top_Right_Cage = new ModelRenderer(this, 0, 0); Top_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Top_Right_Cage.setRotationPoint(10F, 0F, -6F); Top_Right_Cage.setTextureSize(64, 64); Top_Right_Cage.mirror = true; setRotation(Top_Right_Cage, 0F, 0F, 0F); Top_Back_Cage = new ModelRenderer(this, 0, 0); Top_Back_Cage.addBox(0F, 0F, 0F, 22, 2, 1); Top_Back_Cage.setRotationPoint(-11F, 0F, 11F); Top_Back_Cage.setTextureSize(64, 64); Top_Back_Cage.mirror = true; setRotation(Top_Back_Cage, 0F, 0F, 0F); Middle_Right_Cage = new ModelRenderer(this, 0, 0); Middle_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Middle_Right_Cage.setRotationPoint(10F, 6F, -6F); Middle_Right_Cage.setTextureSize(64, 64); Middle_Right_Cage.mirror = true; setRotation(Middle_Right_Cage, 0F, 0F, 0F); Middle_Left_Cage = new ModelRenderer(this, 0, 0); Middle_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Middle_Left_Cage.setRotationPoint(-11F, 6F, -6F); Middle_Left_Cage.setTextureSize(64, 64); Middle_Left_Cage.mirror = true; setRotation(Middle_Left_Cage, 0F, 0F, 0F); Back_Middle_Cage = new ModelRenderer(this, 0, 0); Back_Middle_Cage.addBox(0F, 0F, 0F, 22, 2, 1); Back_Middle_Cage.setRotationPoint(-11F, 6F, 11F); Back_Middle_Cage.setTextureSize(64, 64); Back_Middle_Cage.mirror = true; setRotation(Back_Middle_Cage, 0F, 0F, 0F); Back_Bottom_Cage = new ModelRenderer(this, 0, 0); Back_Bottom_Cage.addBox(0F, 0F, 0F, 22, 2, 1); Back_Bottom_Cage.setRotationPoint(-11F, 12F, 11F); Back_Bottom_Cage.setTextureSize(64, 64); Back_Bottom_Cage.mirror = true; setRotation(Back_Bottom_Cage, 0F, 0F, 0F); Bottom_Left_Cage = new ModelRenderer(this, 0, 0); Bottom_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Bottom_Left_Cage.setRotationPoint(-11F, 12F, -6F); Bottom_Left_Cage.setTextureSize(64, 64); Bottom_Left_Cage.mirror = true; setRotation(Bottom_Left_Cage, 0F, 0F, 0F); Bottom_Right_Cage = new ModelRenderer(this, 0, 0); Bottom_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); Bottom_Right_Cage.setRotationPoint(10F, 12F, -6F); Bottom_Right_Cage.setTextureSize(64, 64); Bottom_Right_Cage.mirror = true; setRotation(Bottom_Right_Cage, 0F, 0F, 0F); Top_Front_Cage_Right = new ModelRenderer(this, 0, 0); Top_Front_Cage_Right.addBox(0F, 0F, 0F, 5, 2, 1); Top_Front_Cage_Right.setRotationPoint(5F, 0F, -6F); Top_Front_Cage_Right.setTextureSize(64, 64); Top_Front_Cage_Right.mirror = true; setRotation(Top_Front_Cage_Right, 0F, 0F, 0F); Top_Front_Cage_Left = new ModelRenderer(this, 0, 0); Top_Front_Cage_Left.addBox(0F, 0F, 0F, 5, 2, 1); Top_Front_Cage_Left.setRotationPoint(-10F, 0F, -6F); Top_Front_Cage_Left.setTextureSize(64, 64); Top_Front_Cage_Left.mirror = true; setRotation(Top_Front_Cage_Left, 0F, 0F, 0F); Middle_Front_Cage_Left = new ModelRenderer(this, 0, 0); Middle_Front_Cage_Left.addBox(0F, 0F, 0F, 5, 2, 1); Middle_Front_Cage_Left.setRotationPoint(-11F, 6F, -6F); Middle_Front_Cage_Left.setTextureSize(64, 64); Middle_Front_Cage_Left.mirror = true; setRotation(Middle_Front_Cage_Left, 0F, 0F, 0F); Middle_Front_Cage_Right = new ModelRenderer(this, 0, 0); Middle_Front_Cage_Right.addBox(0F, 0F, 0F, 5, 2, 1); Middle_Front_Cage_Right.setRotationPoint(5F, 6F, -6F); Middle_Front_Cage_Right.setTextureSize(64, 64); Middle_Front_Cage_Right.mirror = true; setRotation(Middle_Front_Cage_Right, 0F, 0F, 0F); Bottom_Front_Cage_Right = new ModelRenderer(this, 0, 0); Bottom_Front_Cage_Right.addBox(0F, 0F, 0F, 6, 2, 1); Bottom_Front_Cage_Right.setRotationPoint(5F, 12F, -7F); Bottom_Front_Cage_Right.setTextureSize(64, 64); Bottom_Front_Cage_Right.mirror = true; setRotation(Bottom_Front_Cage_Right, 0F, 0F, 0F); Bottom_Front_Cage_Left = new ModelRenderer(this, 0, 0); Bottom_Front_Cage_Left.addBox(0F, 0F, 0F, 6, 2, 1); Bottom_Front_Cage_Left.setRotationPoint(-11F, 12F, -7F); Bottom_Front_Cage_Left.setTextureSize(64, 64); Bottom_Front_Cage_Left.mirror = true; setRotation(Bottom_Front_Cage_Left, 0F, 0F, 0F); Neck.mirror = true; Neck = new ModelRenderer(this, 0, 0); Neck.addBox(0F, 0F, 0F, 6, 37, 1); Neck.setRotationPoint(-3F, -23F, 11.9F); Neck.setTextureSize(64, 64); Neck.mirror = true; setRotation(Neck, 0F, 0F, 0F); Neck.mirror = false; 1nd_Top_Left_Cage_ = new ModelRenderer(this, 0, 0); 1nd_Top_Left_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top_Left_Cage_.setRotationPoint(-17F, -10F, -13.1F); 1nd_Top_Left_Cage_.setTextureSize(64, 64); 1nd_Top_Left_Cage_.mirror = true; setRotation(1nd_Top_Left_Cage_, 0F, -0.0743572F, 0F); 1nd_Top__Right_Cage = new ModelRenderer(this, 0, 0); 1nd_Top__Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top__Right_Cage.setRotationPoint(16F, -10F, -10F); 1nd_Top__Right_Cage.setTextureSize(64, 64); 1nd_Top__Right_Cage.mirror = true; setRotation(1nd_Top__Right_Cage, 0F, 0.0743572F, 0F); 1nd_Top_Back_Right_Cage = new ModelRenderer(this, 0, 0); 1nd_Top_Back_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top_Back_Right_Cage.setRotationPoint(18F, -10F, 7F); 1nd_Top_Back_Right_Cage.setTextureSize(64, 64); 1nd_Top_Back_Right_Cage.mirror = true; setRotation(1nd_Top_Back_Right_Cage, 0F, -1.188569F, 0F); 1nd_Top_Back_Left_Cage = new ModelRenderer(this, 0, 0); 1nd_Top_Back_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 17); 1nd_Top_Back_Left_Cage.setRotationPoint(-18F, -10F, 5F); 1nd_Top_Back_Left_Cage.setTextureSize(64, 64); 1nd_Top_Back_Left_Cage.mirror = true; setRotation(1nd_Top_Back_Left_Cage, 0F, 1.025813F, 0F); 2nd_Middle_Back_Left_Cage = new ModelRenderer(this, 0, 0); 2nd_Middle_Back_Left_Cage.addBox(0F, 0F, 0F, 1, 2, 28); 2nd_Middle_Back_Left_Cage.setRotationPoint(-1F, -25F, 12F); 2nd_Middle_Back_Left_Cage.setTextureSize(64, 64); 2nd_Middle_Back_Left_Cage.mirror = true; setRotation(2nd_Middle_Back_Left_Cage, 0F, -2.230717F, 0F); 2nd_Top_Left_Cage_ = new ModelRenderer(this, 0, 0); 2nd_Top_Left_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); 2nd_Top_Left_Cage_.setRotationPoint(-23F, -25F, -21F); 2nd_Top_Left_Cage_.setTextureSize(64, 64); 2nd_Top_Left_Cage_.mirror = true; setRotation(2nd_Top_Left_Cage_, 0F, -0.1487144F, 0F); 2nd_Middle_Back_Right_Cage = new ModelRenderer(this, 0, 0); 2nd_Middle_Back_Right_Cage.addBox(0F, 0F, 0F, 1, 2, 28); 2nd_Middle_Back_Right_Cage.setRotationPoint(2F, -25F, 13F); 2nd_Middle_Back_Right_Cage.setTextureSize(64, 64); 2nd_Middle_Back_Right_Cage.mirror = true; setRotation(2nd_Middle_Back_Right_Cage, 0F, 2.230723F, 0F); 2nd_Top_Right_Cage_ = new ModelRenderer(this, 0, 0); 2nd_Top_Right_Cage_.addBox(0F, 0F, 0F, 1, 2, 17); 2nd_Top_Right_Cage_.setRotationPoint(23F, -25F, -20F); 2nd_Top_Right_Cage_.setTextureSize(64, 64); 2nd_Top_Right_Cage_.mirror = true; setRotation(2nd_Top_Right_Cage_, 0F, 0.1115358F, 0F); } public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) { super.render(entity, f, f1, f2, f3, f4, f5); setRotationAngles(f, f1, f2, f3, f4, f5, entity); head.render(f5); body.render(f5); rightarm.render(f5); leftarm.render(f5); rightleg.render(f5); leftleg.render(f5); Top_Left_Cage_.render(f5); Top_Right_Cage.render(f5); Top_Back_Cage.render(f5); Middle_Right_Cage.render(f5); Middle_Left_Cage.render(f5); Back_Middle_Cage.render(f5); Back_Bottom_Cage.render(f5); Bottom_Left_Cage.render(f5); Bottom_Right_Cage.render(f5); Top_Front_Cage_Right.render(f5); Top_Front_Cage_Left.render(f5); Middle_Front_Cage_Left.render(f5); Middle_Front_Cage_Right.render(f5); Bottom_Front_Cage_Right.render(f5); Bottom_Front_Cage_Left.render(f5); Neck.render(f5); 1nd_Top_Left_Cage_.render(f5); 1nd_Top__Right_Cage.render(f5); 1nd_Top_Back_Right_Cage.render(f5); 1nd_Top_Back_Left_Cage.render(f5); 2nd_Middle_Back_Left_Cage.render(f5); 2nd_Top_Left_Cage_.render(f5); 2nd_Middle_Back_Right_Cage.render(f5); 2nd_Top_Right_Cage_.render(f5); } private void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity) { super.setRotationAngles(f, f1, f2, f3, f4, f5, entity); } }
  13. is it possible to make a custom world type of the same type of structures going on till world border my idea i had looks like this this just infinite
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