Everything posted by Draco18s
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Textures and LanguageRegistry in preInit instead of Init
You would be correct. But guess what, we're talking PRE init, not init.
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Textures and LanguageRegistry in preInit instead of Init
Finally. Took a look. No dice. I put my textures where Lex has said to and changed EVERYTHING to go in pre init. No luck. What's this "update to registerIcon function" change?
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Textures and LanguageRegistry in preInit instead of Init
You also haven't told me: 1) where I need to put this function 2) spelled it right (deobfuscated function names are func_[number] not func[number]) 3) told me what class it is a part of 4) where to find an example
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Textures and LanguageRegistry in preInit instead of Init
Duh. Par1iconRegister isn't defined. It shouldn't even compile. However, it is defined here: public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon("traps:iron_spikes"); } PRO-TIP: changing your variable names doesn't effect jack didly squat!
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Textures and LanguageRegistry in preInit instead of Init
Good sir, this function has not been mentioned in any thread related to this topic. How have you come to this conclusion and why has it not been mentioned heretofore?
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Textures and LanguageRegistry in preInit instead of Init
Funny. Because I updated that tutorial for 1.5 and I can't get my existing code to work with 1.6 Make sure the names for your image's folder is lowercase in the directory and code. Worked for me Did. No dice. 2013-07-03 10:08:21 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: traps:textures/blocks/iron_spikes.png File is at: mcp\src\minecraft\assets\traps\textures\blocks\iron_spikes.png Register function: public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon("traps:iron_spikes"); }
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New Texture Directory For Minecraft Forge 1.6.1
Apparently this: { "pack": 1, "description": "Forge Mod Defaults" } } Not that adding it to my project made any difference what so ever.
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Textures and LanguageRegistry in preInit instead of Init
Funny. Because I updated that tutorial for 1.5 and I can't get my existing code to work with 1.6
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Already tesselating!
This stems from either not installing something correctly (delete everything and reinstall) or you've seriously messed up your render/model code (which it doesn't look like). ResourceLocation rl = new ResourceLocation(es.getModelTexture()); FMLClientHandler.instance().getClient().renderEngine.func_110577_a(rl); func_110577_a is the one you're looking for.
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Textures and LanguageRegistry in preInit instead of Init
Which tutorial?
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Textures and LanguageRegistry in preInit instead of Init
Replace all three with @EventHandler. Leave everything else alone.
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Textures and LanguageRegistry in preInit instead of Init
Doesn't fix the problem for me.
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Textures and LanguageRegistry in preInit instead of Init
Its also possible that I need to get a newer version of Forge, as I've got...756 right now (from early yesterday trying to puzzle this stuff out).
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[Not solved but im done.]How to save integers to a file.
Step 1: get a reference to the player (object type EntityPlayer) Step 2: get a reference to the player's NBT data: player.getEntityData() Step 3: write an integer to it: nbt.setInteger("MiningLevel",lv); Step 4: anywhere you need to reference the mining level, read it from the NBT: nbt.getInteger("MiningLevel"); Step 5: if it changes, go to step 3.
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Textures and LanguageRegistry in preInit instead of Init
Sorry bub, I think its a coincidence. I've got all my code in preInit right now and no dice. Code for one block: @EventHandler public void preInit(FMLPreInitializationEvent event) { //System.out.println("Loadnig Redstone Mod"); Configuration config = new Configuration(event.getSuggestedConfigurationFile()); config.load(); //load configs fakeID = config.getBlock("FakeBlock", 2000).getInt(); config.save(); fakeBlock = new FakeBlock(fakeID); System.out.println("Registering Fake Block"); GameRegistry.registerBlock(fakeBlock, "Illusionary Block"); LanguageRegistry.addName(fakeBlock, "Illusionary Block"); GameRegistry.addShapelessRecipe(new ItemStack(fakeBlock), painting, stone); int r = RenderingRegistry.getNextAvailableRenderId(); ISimpleBlockRenderingHandler handler = new RenderFakeBlock(r); RenderingRegistry.registerBlockHandler(handler); ((FakeBlock)fakeBlock).renderType = r; System.out.println(" - " + fakeBlock.getUnlocalizedName()); LanguageRegistry.instance().addStringLocalization("tile.Illusionary Block.name", "Illusionary Block");
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[RESOLVED] Name for custom crafting table is tile.null.name in-game
Try... protected BlockDeconstructionTable(int par1) { super(par1, Material.wood); this.setCreativeTab(CreativeTabs.tabDecorations); this.setUnlocalizedName("Deconstruction Table"); }
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[solved] Meta Data:
GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 0), "xyx", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 3), "yxy", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 7), "yyy", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); GameRegistry.addShapedRecipe(new ItemStack(BlockLoader.blockWriter, 1, 11), "xxx", "y y", "xyx", 'x', dirtStack, 'y', gravelStack); So the first one is for metadata's 0, 1, 2...wait, that's only three! In your onBlockPlacedBy function, you might want to debug-log the initial metadata number and the resulting one to see what's going on.
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New Texture Directory For Minecraft Forge 1.6.1
And how does one do that? Forge calls registerIcons, not [my main mod file].
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1.6.1 need help w/ textures for metadata blocks
Same error, different error?
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New Texture Directory For Minecraft Forge 1.6.1
And where does this folder go? /tiles? don't you mean /blocks?
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1.6.1 need help w/ textures for metadata blocks
You have an issue here: this.icon = par1IconRegister.registerIcon("Nature:flower_" + i); Isn't "this.icon" an array?
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Are there hooks that can do this:
SSP is SMP now, that's the only difference. Forge doesn't really help anything much, it's more support from Vanilla that does stuff.
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Are there hooks that can do this:
Reflections. It won't insert a given line at a given line, but reflections is the best you're going to be able to get in that regard. Unless you do a coremod and do base class edits. You're better off going "can I get this specific effect by writing my own classes"?
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[RESOLVED] Name for custom crafting table is tile.null.name in-game
And now, BlockDeconstructionTable...
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