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Everything posted by Draco18s
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New Texture Directory For Minecraft Forge 1.6.1
Draco18s replied to XxxXEclipse7XxxX's topic in Modder Support
And where does this folder go? /tiles? don't you mean /blocks? -
1.6.1 need help w/ textures for metadata blocks
Draco18s replied to GhostSnyperRecon's topic in Modder Support
You have an issue here: this.icon = par1IconRegister.registerIcon("Nature:flower_" + i); Isn't "this.icon" an array? -
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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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
Draco18s replied to bdkuhman's topic in Modder Support
And now, BlockDeconstructionTable... -
[RESOLVED] Name for custom crafting table is tile.null.name in-game
Draco18s replied to bdkuhman's topic in Modder Support
Can't really help without seeing your code. -
Mod wont work after recompiling and Reobfuocate_Srg
Draco18s replied to poonkje112's topic in Modder Support
Is your main mod class set up properly? All the correct annotations? -
New Texture Directory For Minecraft Forge 1.6.1
Draco18s replied to XxxXEclipse7XxxX's topic in Modder Support
Because he showed it to everyone. Oh, and I tried to follow his tutorial to set myself up like that and I couldn't get it to work, so I said, "the hell with it, hard drive space is cheap" and just move things around as I need to. I read the readme. It's entirely unhelpful. Because all it says (and you repeated it) is "don't put things here." It does NOT say where they should go! -
New Texture Directory For Minecraft Forge 1.6.1
Draco18s replied to XxxXEclipse7XxxX's topic in Modder Support
I should note that I've also tried: mcp/src/assets/{modid}/textures/{block|item}/{name}.png mcp/src/minecraft/{modid}/textures/{block|item}/{name}.png mcp/src/{modid}/textures/{block|item}/{name}.png mcp/jars/assets/{modid}/textures/{block|item}/{name}.png mcp/jars/resourcepacks/{modid}/textures/{block|item}/{name}.png mcp/jars/resourcepacks/assets/{modid}/textures/{block|item}/{name}.png Unfortunately, your github is not set up in a way that those of us NOT using a Pahimar setup can actually use it. -
True. And I know that Lex and cpw are all in a flurry updating Forge; I've seen the Github repo. But I don't want to get it until he's officially released for 1.6. Of course, that's just me. Indeed, there are like a thousand new function names that aren't deobfuscated yet. There was one I need for a gui.....no, a model renderer. FMLClientHandler.instance().getClient().renderEngine.bindTexture(te.getModelTexture()); "bind textures" changed because of the new resource pack system FMLClientHandler.instance().getClient().renderEngine.func_110577_a(new ResouceLocation(te.getModelTexture())); "func_110577_a" is the new function.
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New Texture Directory For Minecraft Forge 1.6.1
Draco18s replied to XxxXEclipse7XxxX's topic in Modder Support
Proof: -
New Texture Directory For Minecraft Forge 1.6.1
Draco18s replied to XxxXEclipse7XxxX's topic in Modder Support
Doesn't work. I put my stuff in mcp/src/minecraft/assets/{modid}/textures/{block|item}/{name}.png and still got a texture not found error. -
New Texture Directory For Minecraft Forge 1.6.1
Draco18s replied to XxxXEclipse7XxxX's topic in Modder Support
I'm getting similarly formatted errors: 2013-07-02 09:48:13 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: traps:textures/blocks/iron_spikes.png Though I've been digging into the code to try and figure out the full path, but I haven't yet. It's not an unhelpful error, it's just less than perfectly informative because the new ResourceLocation class has this method: public String toString() { return this.field_110626_a + ":" + this.field_110625_b; } 110626_a is the "mod ID" part 110625_b is the refabricated location ("/textures/[type]/[name].png") My problem stems from not being able to figure out what this line does, in net.minecraft.client.renderer.texture TextureMap.java: textureatlassprite.func_130100_a(par1ResourceManager.func_110536_a(resourcelocation)); -
New Texture Directory For Minecraft Forge 1.6.1
Draco18s replied to XxxXEclipse7XxxX's topic in Modder Support
No you haven't. There's always a location for them in the MCP/src directory. Jar editing should never be required. In fact, not-jar-editing is the whole reason the new system exists. -
No, I meant did you have another thread *before* this one was started, so I could look at your code there. I don't know if you have the same problem; as it it I haven't the faintest idea what's wrong with his code. @OP: can you check if getClientGUIElement() is getting called? I hadn't, because this thread existed. In any case, I solved my own problem by pulling up another GUI mod I'd made and literally copy-pasting code in until I had my new mod. I still have no idea why one works and the other doesn't.
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How to get a TileEntity to "react" to another block being put next to it
Draco18s replied to Mew's topic in Modder Support
Your TE is created by a BlockContainer class. That class is a subclass of Block. Block has a function called onNeighborChanged Use it. -
I figured I'd poke this thread as it's the same issue. Instead of, I don't know, creating a duplicate.
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Any updates on this? I'm having a similar issue. Things seem to be set up correctly, but the GUI never opens (no crash). getClientGuiElement in the IGuiHandler never gets called.
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you mean world.setBlock(...) ?
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How do I have use mulitple textures for one item such as a compass.
Draco18s replied to Melonize's topic in Modder Support
Override public Icon getIconFromDamage(int par1) -
I dunno then. There might be a GL11 call you need to make inside the model class.
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You did the same Look at the registerIcon implementation. It first looks up the icon name in a hashMap to see if an Icon instance for it already exists. *Bow* Touche. I hadn't looked at the icon registration system, merely looked at what other blocks do. For instance, grass references the Dirt class to get its bottom-face icon, rather than reregistering it. So I had assumed that was the "more correct" way of doing things for whatever reason.
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That's a good question. Problem is, we have no idea WTF he's trying to do and therefore cannot supply any useful help.
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I don't know if models can do transparency. I would imagine they could, if they were rendered in the correct pass... What renderPass does your block class use?
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If I remember the function name correctly class mySlot extends Slot { public boolean isValidForSlot(ItemStack item) { } }