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Everything posted by Bedrock_Miner
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Gradle fails compiling because of GL11
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
This works perfect! I think, I've forgotten the --refresh-dependencies but I bever thought, this would be the error. Hey, in this forum its much faster than in "Forge gradle". I wrote the same topic there and had to wait ages for one (useless) answer.. -
Hey Guys! I created a mod whith some renderers that use GL11. The problem is, that gradle can not compile this mod. Another mod failed because of the same problem some time ago. I get the following error: I have tried several things to fix this. I reinstalled forge with this commands: -gradlew cleanCache -gradlew setupDecompWorkspace -gradlew setupDevWorkspace -gradlew eclipse I recreated my workspace I googled Nothing helped. I really hope anyone of you has an idea. If the usage of GL11 works with your mods, would you mind telling me about your setup and your Mod Files?
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TileEntity renderer just renders in black
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
Works fine ! Thanks! -
TileEntity renderer just renders in black
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
I just copied the code from the rendering of Entity names. This is the effect: -
Packet132TileEntityData doesn't exist any more in 1.7.2. I used S35PacketUpdateTileEntity instead.
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TileEntity renderer just renders in black
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
OK, I changed this, but the Face is still rendered black, although I set GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); -
Hey Guys! I wanted to create a renderer for a tile entity to show a title for the Block. The Problem is that the plain face is just rendered black and the water can be seen through it. Why? (PS: The normal block isn't opaque, but I don't think that's the error) @Override public void renderTileEntityAt(TileEntity te, double x, double y, double z, float var8) { String title = ((TileEntityReadableBookshelf)te).bookTitle; Main.logPlainText(" " + title); FontRenderer fontrenderer = this.func_147498_b(); GL11.glPushMatrix(); GL11.glTranslatef((float)x + 0.5F, (float)y + 0.75F, (float)z + 0.5F); GL11.glRotatef(180, 0, 0, 1); GL11.glRotatef(Minecraft.getMinecraft().thePlayer.rotationYawHead, 0, 1, 0); GL11.glTranslatef(0.0F, 0.0F, -0.75F); GL11.glNormal3f(0.0F, 0.0F, 1.0F); GL11.glScalef(0.03F, 0.03F, 0.03F); GL11.glDisable(GL11.GL_LIGHTING); GL11.glDepthMask(false); GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); Tessellator tessellator = Tessellator.instance; GL11.glDisable(GL11.GL_TEXTURE_2D); tessellator.startDrawingQuads(); int i = fontrenderer.getStringWidth(title) / 2; tessellator.setColorOpaque(255, 0, 0); //Seems to have no effect! tessellator.addVertex(-i - 1, -1.0D, 0.0D); tessellator.addVertex(-i - 1, 8.0D, 0.0D); tessellator.addVertex(i + 1, 8.0D, 0.0D); tessellator.addVertex(i + 1, -1.0D, 0.0D); tessellator.draw(); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(true); tessellator.setColorOpaque_F(1.0F, 1.0F, 1.0F); //Also no effect! fontrenderer.drawString(title, -fontrenderer.getStringWidth(title) / 2, 0, 16777215); GL11.glEnable(GL11.GL_LIGHTING); GL11.glDisable(GL11.GL_BLEND); GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F); GL11.glPopMatrix(); }
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Hey guys! I created a Block which should store the content of a book. For this I created a TileEntity to store the data. The problem is that the data is loaded on Server side but not synchronized with the client. How can I do this? package com.bedrockminer.bookshelf.core; import com.bedrockminer.bookshelf.Main; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.nbt.NBTTagList; import net.minecraft.tileentity.TileEntity; public class TileEntityBookStorage extends TileEntity { public String bookTitle; public NBTTagList bookPages; @Override public void readFromNBT(NBTTagCompound read) { super.readFromNBT(read); this.bookTitle = read.getString("title"); this.bookPages = read.getTagList("pages", ; } @Override public void writeToNBT(NBTTagCompound write) { super.writeToNBT(write); write.setString("title", bookTitle); write.setTag("pages", bookPages); } }
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I added NaturalCraft to my Minimods. Enjoy!
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Well, I just installed Jdk 7u51 but with no effect. What else can be the error?
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Hey Guys! I have just a small question: Why can't you add mods to the mods folder in your development folder? I wanted to test two of my mods together, because they depend on each other, but if I place a working mod in the mods folder in development environment i always get errors. Why? And how can I fix it?
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I've just reinstalled jdk 7u45, because I can't download the 7u51 from the server, cause its too much traffic on it. I get the same error.. I was just wondering, why gradle needs the path to the java-installation not in the PATH System variable, but in JAVA_HOME... Anybody knows why?
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Can try it. I actually have jdk 7u45 installed. If I can download the 7u51 version (My Internet actually fails) I'll try it out.
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Rendering of 3D objects based on texture
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
Any Ideas?? -
Hey Guys! I wrote this topic here, because no one ever looks after the topics in "Forge Gradle", at least not after mine I have created a mod, which works fine in eclipse, but if I try to compile it with gradle I get the following error: **************************** Powered By MCP: http://mcp.ocean-labs.de/ Searge, ProfMobius, Fesh0r, R4wk, ZeuX, IngisKahn MCP Data version : unknown **************************** :compileApiJava UP-TO-DATE :processApiResources UP-TO-DATE :apiClasses UP-TO-DATE :sourceMainJava UP-TO-DATE :compileJava warning: [options] bootstrap class path not set in conjunction with -source 1.6 C:\Users\Julian\Desktop\Modding\NaturalCraft\NaturalCraft\build\sources\java\com \bedrockminer\naturalcraft\world\event\ModEventHandler.java:3: error: package or g.apache.commons.lang3.exception does not exist import org.apache.commons.lang3.exception.ExceptionUtils; ^ C:\Users\Julian\Desktop\Modding\NaturalCraft\NaturalCraft\build\sources\java\com \bedrockminer\naturalcraft\world\event\ModEventHandler.java:5: error: package co m.google.gson does not exist import com.google.gson.JsonParseException; ^ C:\Users\Julian\Desktop\Modding\NaturalCraft\NaturalCraft\build\sources\java\com \bedrockminer\naturalcraft\world\event\ModEventHandler.java:28: error: cannot fi nd symbol catch (JsonParseException jsonparseexception) ^ symbol: class JsonParseException location: class ModEventHandler C:\Users\Julian\Desktop\Modding\NaturalCraft\NaturalCraft\build\sources\java\com \bedrockminer\naturalcraft\world\event\ModEventHandler.java:30: error: cannot fi nd symbol throw new SyntaxErrorException("commands.tellraw .jsonException", new Object[] {ExceptionUtils.getRootCause(jsonparseexception).g etMessage()}); ^ symbol: variable ExceptionUtils location: class ModEventHandler Note: Some input files use unchecked or unsafe operations. Note: Recompile with -Xlint:unchecked for details. 4 errors 1 warning :compileJava FAILED FAILURE: Build failed with an exception. * What went wrong: Execution failed for task ':compileJava'. > Compilation failed; see the compiler error output for details. * Try: Run with --stacktrace option to get the stack trace. Run with --info or --debug option to get more log output. BUILD FAILED Total time: 11.115 secs NOTE: I re-installed Forge several times.. No effect.
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Hey Guys! How can you find out from a world object, whether it is single- or multiplayer? Note: With .isRemote you only can find out wheter its called from server or client side, but the singlePlayer world has both.
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Is this automatically or do you have to call a special method to run this test?
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Rendering of 3D objects based on texture
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
Exactly. These edged are defined by the Texture. And how can I use this funktion for my own renderers? -
Rendering of 3D objects based on texture
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
Any ideas? -
I think, in vanilla minecraft you can create hyperlinks with these json messages. I didn't really understand how to use them in code. Can anybody explain this?
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Rendering of 3D objects based on texture
Bedrock_Miner replied to Bedrock_Miner's topic in Modder Support
I think you didn't understand me correctly. An Item which is rendered in Fancy-mode or held in the player's hand is not just a flat surface. It has a volume. And this volume, or the edges of the volume, are defined by a change from alpha = 0 to alpha =255 in the Item texture. If you have a differen texture, the edges are similar to the edges of the texture, because they are generated dynamically and are not just a predefined shape. If you just say, well I create a shape like this in 3D, you can't make the shape reacting dynamically if you change the textures alpha. -
I tried this too but it doesn't become a link automatically.
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Well, if I just write for example www.google.com it's displayed, of course, but you can't click on it like I want ot to.