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KeeganDeathman

Forge Modder
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Everything posted by KeeganDeathman

  1. Okay this is a weird one. I'm running linux mint on this machine and whilst running setupDecompWorkspace I get the error Unable to find a javac compiler; com.sun.tools.javac.Main is not on the classpath. Perhaps JAVA_HOME does not point to the JDK. It is currently set to "/usr/lib/jvm/java-8-openjdk-amd64/jre" buuuuuutttt echo $JAVA_HOME /home/keegand/Downloads/jdk1.8.0_171 why isn't using the proper value? I'd really like it to. Any help?
  2. Is it possible for the area in which a block accepts right clicks to be bigger than the block, i.e. the size of a multiblock structure, or must we redirect right clicks from the slave blocks to the core?
  3. *yelling from the back of the auditorium* update your mod to 1.10.2 at least! 1.7.10 is no longer supported by forge and 1.10.2 is where the majority of the fanbase resides!
  4. The dark grey squares in JEI are the fluids in question.
  5. No the texture files are like whites and blues and yellows and reds.
  6. I have checked against other mods, and all mcmetas are coded correctly Flow: { "animation": {} } Still: { "animation": { "frametime": 2 } }
  7. Yeah, I don't know why but all my custom fluids are textured dark grey. public static Fluid steam = new Fluid("steam", new ResourceLocation("labstuff:blocks/steam_still.png"), new ResourceLocation("labstuff:blocks/steam_flow.png")); What's wrong with this?
  8. Okay all here's how I fixed it. When baking, use this bakedModel = model.bake(TRSRTransformation.identity(), Attributes.DEFAULT_BAKED_FORMAT, textureGetterFlipV); /* Credit to Eternal Energy */ public static Function<ResourceLocation, TextureAtlasSprite> textureGetterFlipV = new Function<ResourceLocation, TextureAtlasSprite>() { @Override public TextureAtlasSprite apply(ResourceLocation location) { return DummyAtlasTextureFlipV.instance; } }; private static class DummyAtlasTextureFlipV extends TextureAtlasSprite { public static DummyAtlasTextureFlipV instance = new DummyAtlasTextureFlipV(); protected DummyAtlasTextureFlipV() { super("dummyFlipV"); } @Override public float getInterpolatedU(double u) { return (float)u / 16; } @Override public float getInterpolatedV(double v) { return (float)v / -16; } } and then DO use bindTexture on your texture file. thanks all.
  9. We no longer support 1.7.10 as it is 3 version behind the current popular modded version and 5 behind the current Minecraft version. Any questions about 1.7.10 will not receive an answer here
  10. Forge 1.7.10 is no longer supported update
  11. I just thought y'all should know it's something to do with the fact I'm rendering through a TESR, JSON OBJs UV correctly
  12. It is I the superior two E Keegan 1.7.10 is no longer supported.
  13. TESRs no but alot of TESR can be replaced by JSON and I'm pretty sure entities use JSON as well
  14. Really you should move to JSON, just saying
  15. In blender I baked a UV map into the model, each face is represented fully(if scaled) in the map. This map was used in the creation of the texture. However, instead of each face using the portion of the texture, the UV assigns to that face, they all use one little pixel at UV (.75,.625) stretched across the entire face
  16. I don't want it to repeat lol I want it to stretch the texture over the model based off UV lol
  17. NOTICE: DO NOT USE BIND TEXTURE IT OVERRIDES OBJ MATERIALS AND THUS OBJ on a side not this one particular model like cycles through the textures in that folder, even some not connected to an obj, based on position I guess EDIT: all models loaded through TESR do it, and I tried moving the model I was working with's texture into it's own subfolder but it still flashes between a different texture and missing.
  18. Split them up? As in each face needs a texture? I've actually made some obj models in blender now that I look, and they are texture properly in Minecraft. They use one texture file(assuming you're saying each face needs one texture file.) How did those export I wonder. Hmmm
  19. If my rendering code is of any use here it is package keegan.labstuff.render; import org.lwjgl.opengl.GL11; import keegan.labstuff.tileentity.*; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.*; import net.minecraft.client.renderer.block.model.*; import net.minecraft.client.renderer.texture.TextureMap; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.client.renderer.vertex.DefaultVertexFormats; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraft.world.World; import net.minecraftforge.client.model.*; import net.minecraftforge.client.model.obj.OBJLoader; import net.minecraftforge.common.model.TRSRTransformation; import net.minecraftforge.fml.relauncher.*; @SideOnly(Side.CLIENT) public class RenderRocket extends TileEntitySpecialRenderer<TileEntityRocket> { private IModel model; private IBakedModel bakedModel; private IBakedModel getBakedModel(TileEntityRocket te) { // Since we cannot bake in preInit() we do lazy baking of the model as soon as we need it // for rendering if (bakedModel == null) { try { model = OBJLoader.INSTANCE.loadModel(new ResourceLocation("labstuff", "models/" + te.getModel() + ".obj")); } catch (Exception e) { throw new RuntimeException(e); } bakedModel = model.bake(TRSRTransformation.identity(), DefaultVertexFormats.BLOCK, location -> Minecraft.getMinecraft().getTextureMapBlocks().getAtlasSprite(location.toString())); } return bakedModel; } @Override public void renderTileEntityAt(TileEntityRocket te, double x, double y, double z, float partialTicks, int destroyStage) { GlStateManager.pushAttrib(); GlStateManager.pushMatrix(); // Translate to the location of our tile entity GlStateManager.translate(x, y, z); GlStateManager.disableRescaleNormal(); // Render the rotating handles if(te.formed) renderHandles(te); GlStateManager.popMatrix(); GlStateManager.popAttrib(); } private void renderHandles(TileEntityRocket te) { GlStateManager.enableLighting(); GlStateManager.pushMatrix(); GlStateManager.translate(.5, 0, .5); GlStateManager.translate(0, -te.rocket.length, 0); long height = (long)te.height; GlStateManager.translate(0, height, 0); //RenderHelper.disableStandardItemLighting(); int bright = 0xF0; int brightX = bright % 65536; int brightY = bright / 65536; OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, brightX, brightY); if (Minecraft.isAmbientOcclusionEnabled()) { GlStateManager.shadeModel(GL11.GL_SMOOTH); } else { GlStateManager.shadeModel(GL11.GL_FLAT); } World world = te.getWorld(); // Translate back to local view coordinates so that we can do the acual rendering here // GlStateManager.translate(-te.getPos().getX(), -te.getPos().getY(), -te.getPos().getZ()); this.bindTexture(new ResourceLocation("labstuff:textures/models/" + te.getModel() + ".png")); Minecraft.getMinecraft().getBlockRendererDispatcher().getBlockModelRenderer().renderModelBrightness(getBakedModel(te), world.getBlockState(te.getPos()), bright, true); //RenderHelper.enableStandardItemLighting(); GlStateManager.popMatrix(); } }
  20. Okay it's not the top left pixel. It is rendering (12,10) across the whole model. It is a 16x16 texture
  21. Well my models are textured using only the top left pixel stretched across the model, so either I was not told you need to tell forge "Hey, UV is a thing" or forge just doesn't do that
  22. I use Blender to create my OBJ models, and most are then rendered through a TESR(for animation purposes like spinning and stuff) However, Forge doesn't "scale" or "proportion-ize" the UV coordinates up to the size of the texture file, and treats them as coordinates in the texture. Blender(as far as I know) exports "proportional" or "percentage" UV coordinates in relation to the size of the texture between 0 and 1. Is there a way to force or trick forge into treating these as percentages of the texture size, or having blender export as such, or do I have to go in and manually scale them up in the obj file(please no)
  23. You know they are, and you may just be the first person to mention setting them up. I assume one just scales up the uv coordinates in the mtl file?
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