Everything posted by larsgerrits
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[Solved][1.7.10] Problem with rendering shadows
If you have a Block without a custom renderer, you can use the colorMultiplier method to return a hexadecimal color value and Minecraft uses that that to apply colors (that is what those bitwise operaters are doing, getting the RGB values from 1 value). If the player is underwater, that lighting is done automatically somewhere else, so you don't need to worry about that. As for ambient occlusion, if you have a look at RenderBlocks#renderStandardBlockWithAmbientOcclusion , you can see how Minecraft calculates the ambient occlusion. As you can see, it's not easy to replicate and Minecraft doesn't even do that for it's custom renderer block, so you probably don't have to worry about that.
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[UNSOLVED]Why does this crash the game??? No propper errorcode, just closes 1.8
Don't register the IExtendedEntityProperties every time you click a button. Register it once and get it every time you need it. Here's a tutorial by coolAlias.
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[Solved][1.7.10] Problem with rendering shadows
From TheGreyGhost's blog/lighting post: Use Tessellator#setColorOpaque_F to set the intensity before rendering the actual side. Use 1F for 100%, and e.g. 0.6F for 60%.
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Forge reobfuscation randomly fails on rock/stone
How do you build your mod? You have to use gradlew build .
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Level-up, mana bar and magics
If your graphics card can't use the new OpenGL version, it's time to get a new computer...
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Base Mod File Unresolved Types
1) Remove the @NetworkMod annotation completely. 2) @PreInit, @Init and @PostInit are removed, change them to @EventHandler. 3) Please use Java coding conventions.
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[1.7.10] Indirectly caused excpetion thrown when connecting to server to test...
Are you using the SimpleNetworkWrapper? If so, I think your channel name can't be longer then 20 characters.
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Same Blocks - Different Redstone Signals
Option 2 is not possible. You have to use WorldSavedData to save and load your data from the world.
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[1.8]Item texture error
PNJ != PNG
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[1.7] Reading names from file
Minecraft already provides mappings for most things. For Blocks: GameRegistry.findBlock . For Items: GameRegistry.findItem . For Entities: EntityList.stringToClassMapping and EntityList.classToStringMapping .
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[SOLVED][1.7.10] Add IMovableTile to AE2 without require AE2
Have a look at the coolAlias' tutorial 'Modding with APIs'.
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[1.7]When trying to launch client in eclipse, the client does not open.
I think that --version 1.6 is the Java version that is used to compile Minecraft.
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[1.7]When trying to launch client in eclipse, the client does not open.
[21:44:50] [main/INFO] [FML]: Forge Mod Loader version 7.2.211.1121 for Minecraft 1.7.2 loading There's no point in using 1.7.2. Use 1.8 or 1.7.10.
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[SOLVED][1.8] Problems with custom door's blockstates .JSON
ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.OPEN).build()); ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.FACING).build()); ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.HINGE).build()); ModelLoader.setCustomStateMapper(NetherackDoor, (new StateMap.Builder()).addPropertiesToIgnore(BlockPVMDoor.HALF).build()); Don't add a new state mapper for every property, it will replace the previous one added. You'd have to add all of your properties to 1 state mapper.
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[SOLVED] InvocationTargetException for coremod
Caused by: java.lang.NullPointerException at org.objectweb.asm.Item.set(Item.java:230) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.ClassWriter.newMethodItem(ClassWriter.java:1404) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.MethodWriter.visitMethodInsn(MethodWriter.java:888) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.MethodInsnNode.accept(MethodInsnNode.java:133) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.InsnList.accept(InsnList.java:162) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.MethodNode.accept(MethodNode.java:816) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.MethodNode.accept(MethodNode.java:726) ~[asm-debug-all-5.0.3.jar:5.0.3] at org.objectweb.asm.tree.ClassNode.accept(ClassNode.java:412) ~[asm-debug-all-5.0.3.jar:5.0.3] at io.github.anon10w1z.craftPP.coremod.CppClassTransformer.transformBlock(CppClassTransformer.java:37) ~[CraftPlusPlus/:?] Show line 37 in CppClassTransformer. There's something null on that line which is causing the error.
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[1.7.10] Multipart Mob Issues
partArray[i].setPosition(0, ((30 - (2 * i)) / 16) + prevHeight, 0); You set the position relative to 0,0,0. You need to set the relative to the main entity's coordinates (posX,posY,posZ).
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Acces the src directory from java code?
Why?
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ChatComponent problem [1.7.10]
Yes, it does.
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[1.7.10] Techne Error it block invisible
- [1.7.10] Techne Error it block invisible
Are you stupid, or are you just acting like you are? We said to use pastebin or github, and you just paste random bits of code on the forum...- [1.7.10] Techne Error it block invisible
Yes, but only 1 java file per pastebin.- [1.7.10] Detect where player wants to move on server (client - WASD, server - ?)
Use the PlayerTickEvent , and modify the motionX/Y/Z variables in there.- [1.8]fade the screen to blk/white, some particules, and dissable block breaking
No, for the first you should use the RenderGameOverlayEvent and use this to render your screen in grayscale.- [1.8] Cancel packets
EnderIO's EnderIO is just a block with a giui, and in that gui it renders a 5x5x5 cube of blocks. Nothing to do with a freecam mod. For a freecam mod, the only way I can think of is setting Minecraft#renderViewEntity to your custom entity, and move that entity instead of the player if you're in freecam mode.- odd bug
Yes, we need your console log to help. - [1.7.10] Techne Error it block invisible
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