Everything posted by Draco18s
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[1.8] Rendering item model from item stack using EntityItem and...?
float renderPosX; float renderPosZ; for(int i=0; i<4; i++) { renderPosX = i/2; /* 0 / 2 = 0, 1 / 1 = 0, etc. */ renderPosZ = i%2; /* 0 % 2 = 0, 1 % 2 = 1, etc. */ /*the multiply by some fraction, add in the block's world coordinates*/ /*finally, call the renderer*/ }
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[solved]Code for Fly Ring
Right click -> Source -> Correct Indentation (its magic).
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[1.7.10] Custom structures not generating
I don't think you understand what your code is doing.
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[1.8] Multitexture blocks
I just realized that 1.8 effectively killed the "Camouflage Block." That is: because the texture code moved into the json file, it is impossible to use a different, arbitrary, block's texture. Or at the very least, it made is incredibly more difficult.
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[1.8] (Solved) HarvestDropEvent not firing?
It might help if you registered your event handler class with the event bus, rather than the FMLPreInitializationEvent.
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[1.7.10] Custom structures not generating
So you're picking a random Y value between 0 and 60 and looking for a valid spawn within three blocks of that Y value. My guess is that it's simply not locating a valid location.
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[1.7.10] Not all Item/blocks have their own classes
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- [1.7.10] Modifying vanilla blocks' properties
Probably you will need ASM- effect the renderer
You need to write your own shader. As for tutorials on shaders: yes, but you're not going to find them for Minecraft, because shader code is independent from Java. As in, divorced entirely. I'd link you to one (Unity's got some good resources) but I don't know what kind of shader you need to use (fragment, vertex, etc.)- Getting a blocks x, y & z
Then you want the bucket events. I should note that ice is trivial to turn back into flowing water. *Pops a torch down*- Getting a blocks x, y & z
player.posX?- [1.8] [SOLVED] Item shows "item.<name>.name"
lang files </thread>- [1.8] block model larger than block produces bizarre break texture
Use two blocks. </thread>- [Eclipse] Proper way of creating sub-mod addons etc.
Or I can double-click a batch file. I type the command once, and bam! http://imgs.xkcd.com/comics/is_it_worth_the_time.png[/img] I save 5 seconds, I do it about once a week, and it took me less than 21 minutes to write.- [1.8]Entities not spawning with the exact same data
Probably because the date you inserted into the new entity says that it should be dead (0 health, etc.).- (1.7.10) Problem with Common- and ClientProxies
@EventHandler public void postInit(FMLPostInitializationEvent event) { proxy.registerEvents(); proxy.registerRenderers(); } ?- (1.7.10) Problem with Common- and ClientProxies
Try not-calling the method outside of a method.- [SOLVED] 1.7.10 LivingDeathEvent
Or compare with Not-A-String- [Eclipse] Proper way of creating sub-mod addons etc.
As a side note, I set up bat files to run the build commands for me, rather than using a command line (where I have to copy-paste the folder directory before I can do anything). gradlew fullBuild pause The 'pause' should hold the window open (until you press any key) but I've had mixed results. If it doesn't work, do this instead: start /wait fullBuild It'll create a second command window, but it'll be forced to stay open after the process completes. Either close it or type "exit"- [SOLVED] 1.7.10 LivingDeathEvent
if(event.source.equals("player")) Like that'll ever return true.- Grass/Dirt/Ores Ect do not work if mod stone is used in custom chuck provider.
Correct, they don't work. Because the classes that place those things down replace minecraft:stone and only minecraft:stone.- [Eclipse] Proper way of creating sub-mod addons etc.
Couple things. To do a task, run "gradlew [name of task]" e.g. "gradlew fullBuild" You can define variables in the build.gradle file like so: def libVersion = "1.3.0" def oresVersion = "0.3.0" def hazardsVersion = "0.2.0" def wildlifeVersion = "0.2.0" There's supposedly a way to wrap those in the build's extended properties, eg. ext { mySpecialProperty = "1234" } But I can't seem to reference it properly (that part is fine, the reference throws a build error) per section 13.5.2. I'm also getting a build failure doing the releaseJars task, which is responsible for renaming the zip files as jar files ("file is in use by another process") but the file is renamed correctly (as well as every other step completing successfully). Here's the debug output: 12:07:25.447 [iNFO] [org.gradle.execution.taskgraph.AbstractTaskPlanExecutor] :releaseJars (Thread[main,5,main]) started. 12:07:25.454 [LIFECYCLE] [class org.gradle.TaskExecutionLogger] :releaseJars 12:07:25.454 [DEBUG] [org.gradle.api.internal.tasks.execution.ExecuteAtMostOnceTaskExecuter] Starting to execute task ':releaseJars' 12:07:25.471 [DEBUG] [org.gradle.api.internal.tasks.execution.SkipUpToDateTaskExecuter] Determining if task ':releaseJars' is up-to-date 12:07:31.718 [DEBUG] [org.gradle.api.internal.tasks.execution.ExecuteAtMostOnceTaskExecuter] Finished executing task ':releaseJars' 12:07:31.737 [iNFO] [org.gradle.execution.taskgraph.AbstractTaskPlanExecutor] :releaseJars (Thread[main,5,main]) completed. Took 6.283 secs. 12:07:31.753 [DEBUG] [org.gradle.execution.taskgraph.AbstractTaskPlanExecutor] Task worker [Thread[main,5,main]] finished, busy: 36.296 secs, idle: 0.289 secs 12:07:31.784 [ERROR] [org.gradle.BuildExceptionReporter] 12:07:31.800 [ERROR] [org.gradle.BuildExceptionReporter] FAILURE: Build failed with an exception. Lastly don't forget to include/exclude your assets folder(s) as needed in the from zipTree(...) section: exclude 'assets/**' include 'assets/submod1/**' include 'assets/submod2**' etc Anyway, here's my build.gradle http://pastebin.com/hVGQqPcr Note that I have a few include/exclude listing based on my setup which is not exactly ideal. I was simply taking the path of least resistance (adding the extra include/exclude line rather than moving things to new folders and having the build file move them back to where they're needed).- [1.7.10] Entity rendering pure black while moving through a block
Entities that have an origin inside a block will receive no light because the lighting value at their location is inside a block where no light shines. Sorry, but that's the way it is.- [Eclipse] Proper way of creating sub-mod addons etc.
I'll have to mess around with it when I get a chance. I haven't even looked at my code in three days.
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