I was thinking of making a something where i could just put in the item class, because i'm planning on making tons of items with cast times etc.
this.setCasttime(int cast time, something to execute,bool interruptable); Would the best way to do this would be with capabilities ?
I was thinking of making a something where i could just put in the item class, because i'm planning on making tons of items with cast times etc.
this.setCasttime(int cast time, something to execute,bool interruptable); Would the best way to do this would be with capabilities ?
Is there a good way to go apon doing this? I was at first using damage value of the item, but this just seems very inefficient. And is there a alternative to animationapi for 1.9 at least, or maybe an example somewhere of animating a player to do a custom animation.
http://pastebin.com/VfS8v9Ta
Is there a good way to go apon doing this? I was at first using damage value of the item, but this just seems very inefficient. And is there a alternative to animationapi for 1.9 at least, or maybe an example somewhere of animating a player to do a custom animation.
http://pastebin.com/VfS8v9Ta
You can use an OBJ model anywhere you'd use a JSON model. A blockstates file can define a single model shared between all variants, a separate model for each variant or anything in between.
You should be able to define textures for your model using Forge's blockstates format.
Woops Half asleep didn't realise i put my text in a quote and alright thank you for the help!
Models are client-only, as are model loaders. You should only reference them from your client proxy.
Alright, and can you have multiple obj's apart of one json and can you retexture them without changing a mtl? Because i was aiming at a resource node type block where it would spawn resource boulders with iron/any ore deposits popping out of the boulders.
The loader couldn't find
cruxcraft:models/block/SmallDepost.obj
, so it tried to load
cruxcraft:models/item/SmallDepost.obj
; which also didn't exist.
That was odd it was there. I ended up changing models and it started working.
Also it seems the server is erroring on this. Is this suppose to be called for the server?
@EventHandler
public void preInit(FMLPreInitializationEvent event)
{
OBJLoader.INSTANCE.addDomain(ReferenceCrux.MOD_ID.toLowerCase());
}
Yeah i ended up figuring that out, but there is one thing i am confused about. Some models decide to error and some don't error what could that be?
http://pastebin.com/X5GVSKTJ
So i'm not too sure how i can fix this. Also how do i fix the alignment? It seems to be off a bit from the hitbox of the block
Texture mapping
In Blender
In game
Hey so our private server keeps crashing at random times when we are generating new chunks it seems to be mostly from mob spawners(this is a guess not sure if it is actually). The logs i will post are from newest to oldest. The older ones may be irrelevant, but there is 32 crashes and these are the most common ones. We run the latest 1.7.10 forge any other detail i can provide.
this didn't crash the server, but kicked the player.
http://pastebin.com/raw/HCR9EnTC
These crash the server
Basicly the mods alternate from other mods
Meteorcraft
http://pastebin.com/raw/ScYccz3y
Not sure what mod
http://pastebin.com/raw/bp6s0FG3
Same with this
http://pastebin.com/raw/uWD6k7rd
Several mods
http://pastebin.com/raw/EFycrxGh