Everything posted by Draco18s
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Optifine's Lagometer questions
- Optifine's Lagometer questions
Optifine is not Forge. You should ask Optifine. Optifine is also poorly compatible with Forge, the last discussion I heard on it, Optifine + Forge is just fundamentally worse than just Forge.- Light Emitting Blocks
This might help you, though I know nothing about it:- [SOLVED] [1.12.2] Custom Model UV issues
Translucent layer means that things get rendered during the transparent rendering pass, and correctly sorting transparent triangles is hard. I suggest changing it to Cutout. Glass and iron don't need full transparency. But if you don't want to do that, there's a way to handle blocks like this as two passes, one part in a translucent pass, the rest during opaque, but I don't remember how to do that.- [SOLVED] [1.12.2] Custom Model UV issues
Show your block class- Exception loading model for variant comely:olduglybook#inventory for item "comely:olduglybook", normal location exception:
You mean CAPITAL letters? Its because resources are all lower case to avoid issues with the Windows operating system being CaSe InSENsiTiVe and the Java jar files being Case Sensitive. Feel free to dig through the archives for hundreds of "help! my textures don't work when I build!" threads.- Exception loading model for variant comely:olduglybook#inventory for item "comely:olduglybook", normal location exception:
Either: You need a model file for it Or: You need to specify the "inventory" variant in your blockstate file.- [SOLVED] Sync non-player entity -- how to id proper entity[1.12.1]
PersistentID is for saving to disk. getEntityID() is the network ID- [1.12.2] How to stop rotating texture only on one facing [Solved]
"uvlock": true http://mcforge.readthedocs.io/en/latest/models/blockstates/introduction/- [SOLVED] [1.12.2] Custom Model UV issues
Ok, you have this face: "east": {"uv": [0, 0, 1, 9], "texture": "#missing"}, Notice the missing texture reference? That face can likely be removed as its internal to the model (hidden by another cube). Systematically going through the model, I have removed all hidden faces. I did this by setting the texture to something known and easily visible (in this case, texture #2, as it was easy to type, used rarely, and bright red). I would identify a single portion of the model and decide which of its faces I could not see from any angle, and I'd remove them from the json file. { "parent": "block/block", "textures": { "0": "blocks/iron_block", "1": "blocks/coal_block", "2": "blocks/redstone_block", "3": "blocks/glass", "4": "blocks/iron_bars", "particle": "blocks/iron_block" }, "elements": [ { "from": [0, 0, 2], "to": [16, 1, 16], "faces": { "north": {"uv": [0, 0, 16, 1], "texture": "#0"}, "east": {"uv": [0, 0, 16, 1], "texture": "#0"}, "south": {"uv": [0, 0, 16, 1], "texture": "#0"}, "west": {"uv": [0, 0, 16, 1], "texture": "#0"}, "up": {"uv": [0, 1, 16, 15], "texture": "#0"}, "down": {"uv": [0, 1, 16, 15], "texture": "#0"} } }, { "from": [0, 1, 15], "to": [16, 13, 16], "faces": { "north": {"uv": [0, 0, 16, 12], "texture": "#0"}, "east": {"uv": [0, 0, 1, 12], "texture": "#0"}, "south": {"uv": [0, 1, 16, 13], "texture": "#0"}, "west": {"uv": [0, 0, 1, 12], "texture": "#0"} } }, { "from": [15, 1, 2], "to": [16, 13, 15], "faces": { "north": {"uv": [0, 0, 1, 12], "texture": "#0"}, "east": {"uv": [1, 3, 14, 15], "texture": "#0"}, "west": {"uv": [1, 3, 14, 15], "texture": "#0"}, "up": {"uv": [0, 0, 1, 13], "texture": "#0"} } }, { "from": [0, 1, 2], "to": [1, 13, 15], "faces": { "north": {"uv": [0, 0, 1, 12], "texture": "#0"}, "east": {"uv": [1, 3, 14, 15], "texture": "#0"}, "west": {"uv": [1, 3, 14, 15], "texture": "#0"}, "up": {"uv": [0, 0, 1, 13], "texture": "#0"} } }, { "from": [1, 1, 2], "to": [15, 2, 3], "faces": { "north": {"uv": [1, 3, 15, 4], "texture": "#0"}, "south": {"uv": [1, 2, 15, 3], "texture": "#0"}, "up": {"uv": [1, 0, 15, 1], "texture": "#0"} } }, { "from": [1, 11, 2], "to": [15, 13, 3], "faces": { "north": {"uv": [1, 0, 15, 2], "texture": "#0"}, "south": {"uv": [1, 0, 15, 2], "texture": "#0"}, "up": {"uv": [1, 0, 15, 1], "texture": "#0"}, "down": {"uv": [1, 0, 15, 1], "texture": "#0"} } }, { "from": [2, 2, 2], "to": [14, 11, 3], "faces": { "north": {"uv": [2, 3, 14, 12], "texture": "#3"}, "south": {"uv": [2, 3, 14, 12], "texture": "#3"} } }, { "from": [1, 12, 3], "to": [15, 13, 15], "faces": { "up": {"uv": [1, 1, 15, 13], "texture": "#0"}, "down": {"uv": [1, 1, 15, 13], "texture": "#0"} } }, { "from": [1, 2, 2], "to": [2, 11, 3], "faces": { "north": {"uv": [1, 2, 2, 11], "texture": "#0"}, "east": {"uv": [0, 0, 1, 9], "texture": "#0"}, "south": {"uv": [1, 2, 2, 11], "texture": "#0"} } }, { "from": [14, 2, 2], "to": [15, 11, 3], "faces": { "north": {"uv": [1, 2, 2, 11], "texture": "#0"}, "south": {"uv": [1, 2, 2, 11], "texture": "#0"}, "west": {"uv": [0, 0, 1, 9], "texture": "#0"} } }, { "from": [4, 11, 1], "to": [12, 12, 2], "faces": { "north": {"uv": [4, 4, 12, 5], "texture": "#1"}, "east": {"uv": [0, 0, 1, 1], "texture": "#1"}, "south": {"uv": [4, 4, 12, 5], "texture": "#1"}, "west": {"uv": [0, 0, 1, 1], "texture": "#1"}, "up": {"uv": [3, 7, 11, 8], "texture": "#1"}, "down": {"uv": [6, 5, 14, 6], "texture": "#1"} } }, { "from": [1, 3, 4], "to": [15, 4, 15], "faces": { "north": {"uv": [1, 0, 15, 1], "texture": "#4"}, "up": {"uv": [1, 2, 15, 13], "texture": "#4"}, "down": {"uv": [1, 2, 15, 13], "texture": "#4"} } }, { "from": [0, 13, 14], "to": [16, 16, 16], "faces": { "north": {"uv": [0, 0, 16, 3], "texture": "#0"}, "east": {"uv": [0, 0, 2, 3], "texture": "#0"}, "south": {"uv": [0, 0, 16, 3], "texture": "#0"}, "west": {"uv": [14, 0, 16, 3], "texture": "#0"}, "up": {"uv": [0, 1, 16, 3], "texture": "#0"} } }, { "from": [13, 14, 13], "to": [15, 15, 14], "faces": { "north": {"uv": [11, 6, 13, 7], "texture": "#2"}, "east": {"uv": [0, 0, 1, 1], "texture": "#2"}, "west": {"uv": [5, 3, 6, 4], "texture": "#2"}, "up": {"uv": [4, 3, 6, 4], "texture": "#2"}, "down": {"uv": [4, 3, 6, 4], "texture": "#2"} } }, { "from": [1, 14, 13], "to": [3, 15, 14], "faces": { "north": {"uv": [0, 0, 2, 1], "texture": "#1"}, "east": {"uv": [0, 0, 1, 1], "texture": "#1"}, "west": {"uv": [0, 0, 1, 1], "texture": "#1"}, "up": {"uv": [0, 0, 2, 1], "texture": "#1"}, "down": {"uv": [0, 0, 2, 1], "texture": "#1"} } } ] } There's one or two more faces that could be removed (only visible from inside the oven space) but I left those- [1.12] Custom Model texture in Forge Blockstate
Nope, its supplied as a default, but the blockstate file overrides it.- [1.12.2] Item Textures With Metatdata
ModelLoader.setCustomModelResourceLocation(item, metadata, location) ? I wonder what that metadata parameter is for...- [1.12.2] Item Textures With Metatdata
https://github.com/hamhub7/LabDay/blob/master/src/main/java/com/hamhub7/labday/LabDay.java#L50 Problematic Code #2 Secondly, you're not telling the ModelLoader about your variant models in any way.- [1.12] Custom Model texture in Forge Blockstate
Sigh. #0 and #1 are already texture references. That's what the "0" in "0": "cbm:blocks/steel" means. You also made a typo. "textures": { "0": "cbm:blocks/steel", "1": "cbm:blocks/steel2", "particle": "cbm:blocks/steel" } On the other hand, "cbm:#0" is gibberish.- [SOLVED] [1.12.2] Custom Model UV issues
Post the json model code.- [1.12.2] Item Textures With Metatdata
Please post your code on Pastebin, as a GitHub repository, or similar. People do not want to have to download files in order to talk about them. Problematic Code #2, #7, #10, #14- [1.12.2] Conditionnal recipes
- [SOLVED] [1.12.2] Custom Model UV issues
These are faces. Look, I removed some.- [1.12] Custom Model texture in Forge Blockstate
This is what texture references are for. Show your model.- [1.12] Custom Model texture in Forge Blockstate
You have textures. That you would like to reuse. Using different textures. What.- [SOLVED] [1.12.2] Custom Model UV issues
Is it a JSON model? Remove the faces- Using an already existing block texture
Blocks are made of models. Models have 1 or more textures. Which texture do you want?- [1.12.2] Armor Stand Event [Solved]
You do know about instanceof so why did you not use instanceof? if(entity instanceof EntityArmorStand) // DO STUFF- How to send and receive packets between spigot and forge
This check makes no fucking sense. On the server, the player that sent the packet is the only player that matters. On the client, when the client receives the packet, that player is the only player that matters. Do not perform this check. You do not need it. Just act on the context's player.- Please HELP!!! (1.12.2 server issue)
There is nothing wrong with your first thread. This is not a chat room, we are not here all the time, you do not need to bump things. - Optifine's Lagometer questions
IPS spam blocked by CleanTalk.
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