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Draco18s

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Everything posted by Draco18s

  1. And where does this folder go? /tiles? don't you mean /blocks?
  2. You have an issue here: this.icon = par1IconRegister.registerIcon("Nature:flower_" + i); Isn't "this.icon" an array?
  3. 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.
  4. 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"?
  5. And now, BlockDeconstructionTable...
  6. Can't really help without seeing your code.
  7. Is your main mod class set up properly? All the correct annotations?
  8. 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!
  9. 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.
  10. 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.
  11. 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.
  12. 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));
  13. 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.
  14. 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.
  15. Your TE is created by a BlockContainer class. That class is a subclass of Block. Block has a function called onNeighborChanged Use it.
  16. I figured I'd poke this thread as it's the same issue. Instead of, I don't know, creating a duplicate.
  17. 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.
  18. you mean world.setBlock(...) ?
  19. Override public Icon getIconFromDamage(int par1)
  20. I dunno then. There might be a GL11 call you need to make inside the model class.
  21. 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.
  22. That's a good question. Problem is, we have no idea WTF he's trying to do and therefore cannot supply any useful help.
  23. 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?
  24. If I remember the function name correctly class mySlot extends Slot { public boolean isValidForSlot(ItemStack item) { } }
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