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larsgerrits

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Everything posted by larsgerrits

  1. Where do you register your CraftingHandler?
  2. GL11.glScalef(YOUR_SCALE, X, Y, Z);
  3. Are the block IDs the same for the blocks? Are the IDs even get from the config file?
  4. Then you can deobfuscate with Bearded Octo Nemesis and view the source code with JD-Gui.
  5. Can you post the GuiHandler class? Maybe there's something wrong there.
  6. You don't have all the libraries imported for Minecraft to work
  7. I think he means that his thingy is bobbing too much...
  8. From the list Draco linked above: So you can use this: if(world.func_147439_a(int x, int y, int z) != Block.func_149682_b(Blocks.coal_ore))
  9. Where there ResourceLocation in Minecraft 1.5.2? I'm getting confused with all the updates...
  10. Maybe you could figure out another way to get the block metadata?
  11. try rendering it with a default metadata, so try something like this: public TileEntityCrystalRenderer() { this.model = new ModelMymodell(); } @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float scale) { //int blockmeta = te.getBlockMetadata(); //this.model.meta = blockmeta; this.model.meta = 0; GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); ResourceLocation textures = (new ResourceLocation("mymod:textures/blocks/texture.png")); Minecraft.getMinecraft().renderEngine.bindTexture(textures); GL11.glPushMatrix(); GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F); GL11.glEnable(GL11.GL_BLEND); this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glDisable(GL11.GL_BLEND); GL11.glPopMatrix(); GL11.glPopMatrix(); } That should make your model always render with metadata = 0. Tell me if this works out;
  12. Does your TileEntitySpecialRender use any of the arguments passed from the renderTileEntityAt method? If so, what arguments? If it doesn't use the tileentity argument, you can safely pass null to the TileEntity argument from the renderItem method. It should look something like this: public void renderItem(ItemRenderType type, ItemStack item, Object... data) { TileEntityRenderer.instance.renderTileEntityAt(null, 0.0D, 0.0D, 0.0D, 0.0f); }
  13. If a block is in the inventory, it's actually not a block anymore. It's an ItemBlock, and a ItemBlock doesn't have TileEntity, and your passing a TileEntity to a ItemBlock which causes it to crash.
  14. He might be presenting it so slowly, but he's also explaining it alot, instead of all the other tutorials which just give you a giant pce of code to just copy and paste, and what you didn't understand. So i suggest just watching is videos (just like i did when he dii it for 1.5.2) or you could be copy-pasting the vanilla furnace code and not learn anything from it...
  15. Why don't you just make a language file? It's very simple, just make a en_US.lang file in 'assets/{modid}/lang' and just put it in like this: tile.hellStoneOre.name=Hell Stone Ore[/code] That's how simple it is!
  16. Code please, especially your base class and your configuration class.
  17. Whats the difference?
  18. public static final Block[] blocksList = new Block[4096]; That means you can only have block ids from 0-4095
  19. if(!player.getCurrentEquippedItem().hasEnchantment(Enchantment.infinity, 1)) { player.getCurrentEquippedItem().addEnchantment(Enchantment.infinity, 1); }
  20. TextureManager.bindTexture(TEXTURE_FILE_1); model1.render(); TextureManager.bindTexture(TEXTURE_FILE_2); model2.render();

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