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Draco18s

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Everything posted by Draco18s

  1. Are your folder/files named in all lower case? Are you registering the texture files in all lower case?
  2. Alright, I'm trying to do something cool (dealing with rendering), but the problem is that in order to do what I want, I need a world object (that is, I'm going to be rendering a location to a texture). Problem is that at the code entry point for the rendering, there's no passed world object. I have a dimension ID as well as position and look vector, but no world. And no, I don't have a player object either. Just a handful of strings and integers, none of which are particularly useful. Thoughts?
  3. Two things: 1) TileEntities are still entities 2) He can do the same thing he does for blocks to get TE's: world.getBlockTileEntity(x, y, z)
  4. world.getEntitiesWithinAABBExcludingEntity(par1Entity, par2AxisAlignedBB)
  5. Do you mean the block declaration? Here is that code. public static Block Gargoyle1 = new Gargoyle1( 1101, Material.rock ).setUnlocalizedName( "Gargoyle1" ); Block != Entity We're looking for this: public TileEntity createNewTileEntity(World par1World) { ... }
  6. Here's what I found inside Mystcraft and used it, works well: Client proxy: TileEntitySpecialRenderer render = new PedestalRenderer(); ClientRegistry.bindTileEntitySpecialRenderer(TileEntityDisplayPedestal.class, render); //TESR as normal MinecraftForgeClient.registerItemRenderer(BlockPedestal.instance.blockID, new ItemRenderPedestal(render, new TileEntityDisplayPedestal())); IItemRenderer: public class ItemRenderPedestal implements IItemRenderer { TileEntitySpecialRenderer render; private TileEntity dummytile; public ItemRenderPedestal(TileEntitySpecialRenderer render, TileEntity dummy) { this.render = render; this.dummytile = dummy; } @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return true; } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return true; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { if (type == IItemRenderer.ItemRenderType.ENTITY) GL11.glTranslatef(-0.5F, 0.0F, -0.5F); this.render.renderTileEntityAt(this.dummytile, 0.0D, 0.0D, 0.0D, 0.0F); } }
  7. Wow...you should reinstall allright. It's the second time code-I-haven't-modified-because-it's-Forge-or-Vanilla has up and shat the bed on me overnight. It's really weird. Also really annoying because the cleanup and reinstall process takes forever. (First one: http://www.minecraftforge.net/forum/index.php/topic,12949.html )
  8. 2013-11-05 17:29:51 [sEVERE] [ForgeModLoader] Caught exception from Artifacts java.lang.ClassCastException: draco18s.artifacts.block.BlockWallPlate cannot be cast to cpw.mods.fml.common.registry.BlockProxy Yeah. Worked yesterday.
  9. You can't wait for step 4 to finish, technically. At best you can do your stuff IN step 4.
  10. WorldGenGoldDungeons gen = new WorldGenGoldDungeons(); You should move this to a class-level variable, rather than creating a new one every time a chunk is generated. Also, you may be interested in this: https://github.com/Draco18s/Artifacts/blob/master/draco18s/artifacts/worldgen/PlaceTraps.java I use math to determine where things spawn, rather than randoms.
  11. IIRC there's like four steps: 1) Terrain 2) Features (ravines, caves) 3) Decoration (trees, flowers) 4) Structures (villages, mineshafts)
  12. How do you set your random in your IWorldGenerator? Also it does not appear you check to see whether or not you should be generating in a given chunk. You're telling it to generate and passing a random, but not figuring out if you should.
  13. This part: Remove the / as you don't need it. The colon is automatically converted to a / As soon as you compile it and release it, it will crash the standalone server.
  14. Take all the time you need. It's why my mod is open source: a reference for others.
  15. I'm not sure what's going on, but take a gander at Unique Artifacts. I've got a few TESpecialRenderers. (Just FYI: you're going to need a common and client proxy, as TileEntitySpecialRenderer doesn't exist on the server)
  16. public class TileEntityCustomModel extends { Uh...how is that not throwing an error? Secondly, you still need to register your renderer: ClientRegistry.bindTileEntitySpecialRenderer(TileEntityCustomModel.class, new TileEntityCustomModelRenderer());
  17. And in turn limited by memory addressing size.
  18. The rest of us aren't updating it because we don't realize that it is out of date. Whereas you do, and then you figure out what the problem is, you're in the unique position of both having the answer and knowing that the tutorial needs to be changed. I'd do it myself (now that I'm aware of the problem), but I don't have the time.
  19. You know how a wiki works, right? You can update the section yourself. What's in that article still works even if there's a cleaner way of doing it in some situations. As soon as someone needs two icons (say, logs), then setTextureName won't work and so the existing section would have to be added back again if it was removed.
  20. Strength potions (doing more damage) is handled by the Shared Monster Attributes system (SMAS). Interestingly, while "I am not knocked back as much" effect is handled by the SMAS, the "I punch people and they go flying" effect is not.
  21. Have you set your mod to Load After Applied Energistics? The log file you posted has your mod loading first.
  22. None the less, it was a valuable thing to do (in case he wants to do other kinds of gui effects!)
  23. You would need to download the source for the version of Minecraft you wish to make a mod for. If you downloaded the latest Forge, then you'll be working with 1.6.4
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