Everything posted by N1xx1
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Textures and stuff
Basically I just can't load a texture. This won't work: bindTextureByName("/n1xx1/stuff/landpaint.png"); This will: bindTextureByName("/terrain.png"); The file dimension are 96x96 and it's a png with alpha value. Also, it's not saying "missing texture" it just don't show up just like it's an empty texture. But, if I put my texture in the / directory it just work fine. Oh, and I'm using a zipped mod.
- Getting wrong slots?
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Getting wrong slots?
Hello. I'm encountering some problems with GUI and Containers. Basically, my problem is that when I want to get some items from my inventory and put them wherever I want in the TileEntity or I want to move it inside my inventory strange things happen. A simple example: I have an item on ther fourth slot of my player inventory, I press that slot to move the item, and the as I do that the item return to the slot. I can't pick it in any way. But, if I have an item in the sixteenth slot, as I press the slot I get another item of 8 slots before, and when I place it down it behaves strangely. I think it's caused by some wrong communication between the local server and the client, but I don't know what is wrong. Some code: Well, I have no idea of what I'm missing... Thank you.
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Cannot decompile (could not find server jar) minecraftforge-src 4.1.1.265
That's always needed with the new update.
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[1.3.2 UNSOLVED] Create a flat block that can go between two blocks
You can use more than one bindTextureByName. Something like this: this.bindTextureByName("/myMod/Textures/blockPlate.png"); pM.renderAll(); this.bindTextureByName("/terrain.png"); pMM.renderAll();
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Localizations and multiname blocks
Ok, I've fixed it, thank you a lot. Basically you always have to add ".name" to the string when registering it. You don't have to put it when building the string in getItemNameIS.
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Localizations and multiname blocks
Anybody?
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Localizations and multiname blocks
Hello everyone. I'm having some problems with addStringLocalizations with multiname blocks. When I'm adding localizations I use something like this: public void build(){ for(int i = 0; i < names.length; i++){ String buildedname = new StringBuilder() .append(MyMod.id) .append(".") .append(prefix) .append(".") .append(names[i].replace(' ', '_').toLowerCase()) .append(".name") .toString(); LanguageRegistry.instance().addStringLocalization(buildedname, "en_US", names[i]); } } Where prefix e MyMod.id are Strings and names is an array of Strings containing block names. In the ItemBlock I'm using something like this: @Override public String getItemNameIS(ItemStack is){ String buildedname = new StringBuilder() .append(MyMod.id) .append(".ore.") .append(MyMod.instance.oreItemNames[is.getItemDamage()].replace(' ', '_').toLowerCase()) .append(".name") .toString(); return buildedname; } The problem is that minecraft won't display names. I've already checked if the builded localizations are equals and if the ItemBlock is actually used. Also my game is running in English. Thank you all.
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Remove or Disable base blocks and/or Recipes?
Lex is talking about reflection. http://java.sun.com/developer/technicalArticles/ALT/Reflection/
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Possible to add different models to each meta data?
In renderWorldBlock you get metadata too, so you can add different bounds. About TileEntity Renders you should get at last the block posotion so you can get metadata. Good luck.
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Multiple texture load block
Well, forge checks if the texture was already loaded, so there shouldn't be any lag problems.
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Multiple texture load block
You can preload several times the same texture without problems. If you really want to check all the textures being loaded you can add a ITextureLoadHandler to your mod class.
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ITextureProvider not working for my block
Ehm.... Where did you put the texture file?
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General Minecraft Modding Question
Fire in minecraft has a custom renderer, and also, the texture is generated during the game load. Go check TextureFlamesFX.java. Quite complex code, and I don't know what to edit to change the color D:
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