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Draco18s

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Everything posted by Draco18s

  1. If your raytrace is orthogonal (directly north, directly east, directly SW), just iterate over BlockPos values.
  2. Ask dumb questions, get dumb answers. If you meant something else by that question, perhaps you should clarify.
  3. Draco18s replied to a post in a topic in Modder Support
    Don't
  4. You're in the wrong board. This area is for helping people who author mods. That said, what version of Minecraft are you on?
  5. That is what this board is for... OP: biomes don't control that. The end dimension does it with its chunk provider, iirc.
  6. You need to work with BlockPos objects to destroy blocks at other positions. The BlockState is just informant about the block at a single location.
  7. Soooo.....you set the harvest level....where?
  8. diesieben07's comment was in reference to the fact that by just looking at the json he can't be sure that it's correct. It looks right, but not completely sure. The only way to find out is to run the game and test it.
  9. Maybe not directly, but it does show you the path to the client-extra.jar which you can just go to and extract the textures from it as if it was a zip file.
  10. You see this bit? This bit points to another json file that defines the six sides. Check out all of the other "cube_xxx.json" assets (including cube.json) And oh yeah, That's pretty much exactly what cube_all defines and guess what that definition is? One texture on all sides. So of course what you did didn't work because you told the game "I want one texture on all the sides."
  11. Step 1: Do you know what an axis aligned bounding box is? Step 2: Create axis aligned bounding boxes that roughly approximate your model's total volume.
  12. How about you upload your entire project to github and give us a link?
  13. No. They already tried this. It doesn't work. Because the game scales any texture you give it down to fit into a space meant to be occupied by a 16x16 texture.
  14. Lets see, Forge has this line: https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/main/resources/META-INF/mods.toml#L4 Lets try and find that, shall we? https://github.com/MinecraftForge/MinecraftForge/blob/1.15.x/src/main/resources/forge_logo.png There it is!
  15. Just to verify, when you put "assets.dungeons.textures.items" here, that's still a nested folder structure like the models, above, yes?
  16. You either need to call new on this or show what this method does. Also, it may be that you're working in Kotlin and I just don't know how Kotlin works. What is it that "doesn't seems to work"?
  17. You will need to make your own IRecipe implementation.
  18. I know this is possible, I think I saw a thread on it a week ago. Something about using a smaller part of a texture for an item. No, there is not.
  19. Its just math to calculate where the nametag should be based on where the camera is.
  20. Draco18s replied to Beaker's topic in Modder Support
    The heck is an "item_h"?

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