Everything posted by jordsta95
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Probably the noobiest question you will ever read.. but I really need help :/
Ok, I will try doing that But how do I fix this issue? Because if the blocks/items folder don't copy over... the textures won't load
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Probably the noobiest question you will ever read.. but I really need help :/
I meant textures in general The texture doesn't show in the inventory, or when placed
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Probably the noobiest question you will ever read.. but I really need help :/
Still not working (╯︵╰,) Any ideas what I am doing wrong. Also, when I recompile and reobfuscate, the blocks and items folders don't get carried across
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Probably the noobiest question you will ever read.. but I really need help :/
Either I am too tired to understand that or my mind just frazzled... I will take the easy way out and make a new class file for each item
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Probably the noobiest question you will ever read.. but I really need help :/
Pretend I don't know what that means So what do I do. Do I go into the, in my case, GemItems.java file and add getIcon? Or do I add: itemIcon = iconRegister.registerIcon("unlocalized name") ? Or do I do something COMPLETELY different?
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Probably the noobiest question you will ever read.. but I really need help :/
Wait so what? I need to make a new class file for each block and item? I have a few items under the same class file... easiest way to explain this is to show you I guess: Lovite = new GemItems(4198).setUnlocalizedName("Lovite"); Cyanitide = new GemItems(4197).setUnlocalizedName("Cyanitide"); RefinedHeart = new GemItems(4199).setUnlocalizedName("RefinedHeart"); Just as an example of 3 items using the same class file.
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Probably the noobiest question you will ever read.. but I really need help :/
Hey there, I am having a small issue... basically it's to do with textures. Now I am not using proxies as my mod works fine in eclipse without them. But when I added them the mob I added became a biped, and after adding in the basic code the mod wouldn't load at all... so I a steering clear of the evil thing ¬.¬ Anyway, if there is a way to add textures to a mod when you release it, it would be great to know how. Seeing as I released the very first version not thinking... and everything is untextured because, to add textures I just added them to my minecraft.jar Thanks -Jordan
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Custom Mob and Textures? [Solved]
Ok I have the texture rendering now. Dunno what was wrong with it... the path I used is "/mob/dragoone.png" Just putting this in here because I am sure that someone else may have this error. So make sure not to capitalise the M on mob or it won't work... thanks for your help guys
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Custom Mob and Textures? [Solved]
Alright, thanks anyway
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Custom Mob and Textures? [Solved]
What do you mean? As in the file is called dragoone.png? If that is the question, then yes is the answer
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Custom Mob and Textures? [Solved]
Nope. The mob still didn't get textured
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Custom Mob and Textures? [Solved]
package jordsta95.Mod; import org.lwjgl.opengl.GL11; import net.minecraft.client.model.ModelBase; import net.minecraft.client.renderer.entity.RenderLiving; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.util.MathHelper; public class RenderDragoone extends RenderLiving{ protected ModelDragoone model; public RenderDragoone(ModelDragoone par1ModelBase, float par2) { super(par1ModelBase, par2); model = par1ModelBase; } public RenderDragoone(ModelBase par1ModelBase, float par2) { super(par1ModelBase, par2); } public void renderDragoone(EntityDragoone par1EntityDragoone, double par2, double par4, double par6, float par8, float par9) { super.doRenderLiving(par1EntityDragoone, par2, par4, par6, par8, par9); } public void doRenderLiving(EntityLiving par1EntityLiving, double par2, double par4, double par6, float par8, float par9) { this.renderDragoone((EntityDragoone)par1EntityLiving, par2, par4, par6, par8, par9); } /** * Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then * handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic * (Render<T extends Entity) and this method has signature public void doRender(T entity, double d, double d1, * double d2, float f, float f1). But JAD is pre 1.5 so doesn't do that. */ public void doRender(Entity par1Entity, double par2, double par4, double par6, float par8, float par9) { this.renderDragoone((EntityDragoone)par1Entity, par2, par4, par6, par8, par9); } } ------------------ ^ That is the render file v Is the Entity file ------------------- package jordsta95.Mod; import net.minecraft.entity.Entity; import net.minecraft.entity.EnumCreatureAttribute; import net.minecraft.entity.ai.EntityAIAttackOnCollide; import net.minecraft.entity.ai.EntityAIHurtByTarget; import net.minecraft.entity.ai.EntityAINearestAttackableTarget; import net.minecraft.entity.ai.EntityAISwimming; import net.minecraft.entity.ai.EntityAIWander; import net.minecraft.entity.ai.EntityAIWatchClosest; import net.minecraft.entity.monster.EntityMob; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.util.MathHelper; import net.minecraft.world.World; public class EntityDragoone extends EntityMob { public EntityDragoone(World par1World) { super(par1World); this.texture = "/jordsta95/Mod/dragoone.png"; this.moveSpeed = 0.4F; this.tasks.addTask(0, new EntityAISwimming(this)); this.tasks.addTask(1, new EntityAIAttackOnCollide(this, EntityPlayer.class, this.moveSpeed, false)); this.tasks.addTask(2, new EntityAIWatchClosest(this, EntityPlayer.class, 6.0F)); this.tasks.addTask(3, new EntityAIWander(this, this.moveSpeed)); this.targetTasks.addTask(1, new EntityAIHurtByTarget(this, false)); this.targetTasks.addTask(2, new EntityAINearestAttackableTarget(this, EntityPlayer.class, 16.0F, 0, true)); } public int getTotaledArmourValue() { return 0; } public void onLivingUpdate() { if (this.worldObj.isDaytime() && !this.worldObj.isRemote) { float f = this.getBrightness(1.0F); if (f > 0.5F && this.rand.nextFloat() * 30.0F < (f - 0.4F) * 2.0F && this.worldObj.canBlockSeeTheSky(MathHelper.floor_double(this.posX), MathHelper.floor_double(this.posY), MathHelper.floor_double(this.posZ))) { boolean flag = true; ItemStack itemstack = this.getCurrentItemOrArmor(4); if (itemstack != null) { if (itemstack.isItemStackDamageable()) { itemstack.setItemDamage(itemstack.getItemDamageForDisplay() + this.rand.nextInt(2)); if (itemstack.getItemDamageForDisplay() >= itemstack.getMaxDamage()) { this.renderBrokenItemStack(itemstack); this.setCurrentItemOrArmor(4, (ItemStack)null); } } flag = false; } if (flag) { this.setFire(; } } } if (this.worldObj.isRemote && this.getSkeletonType() == 1) { this.setSize(0.72F, 2.34F); } super.onLivingUpdate(); } private int getSkeletonType() { return 0; } protected boolean isAIEnabled() { return true; } @Override public int getMaxHealth() { return 30; } public int getAttackStrength(Entity par1Entity) { return 6; } public EnumCreatureAttribute getCreatureAtrribute() { return EnumCreatureAttribute.UNDEAD; } protected String getLivingSound() { return "mob.enderdragon.growl"; } protected String geHurtSound() { return "mob.enderdragon.hit"; } protected String getDeathSound() { return "mob.irongolem.death"; } protected void playStepSound(int par1, int par2, int par3, int par4){ this.worldObj.playSoundAtEntity(this, "mob.enderdragon.wings", 0.3F, 1.0F); } protected int getDropItemId(){ return Everything_and_More_Mod.DragonScale.itemID; } }
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Starting minecraft in eclipse trouble.
Are you using a clean minecraft.jar file? And have you entered any code? If so is it correct? Also, are you new to modding... I would guess so with the errors on startup. I would say Pahimar's tutorial may be a little be daunting to start with. I would suggest someone like Wuppygaming or SCMOwns on YouTube. That way you can watch step by step how certain code needs to be written. How to test/troubleshoot, and get the correct codes for anything you add
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Custom Mob and Textures? [Solved]
It has the white texture missing "file"
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Custom Mob and Textures? [Solved]
Still didn't work The file is located here: C:\Users\UKGC\Desktop\Mod\MCP\src\minecraft\jordsta95\Mod with the filename: dragoone.png If that helps.
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Custom Mob and Textures? [Solved]
I added the texture in Techne, it isn't the enderdragon's file as the mob I am adding is smaller... but it is the same model
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Custom Mob and Textures? [Solved]
Hey there, I am pretty new to modding... Ok, I tell a lie... I am a total noob at modding. This is my first ever mod, and so far I haven't encountered any issues. But here is the problem(s) the second one isn't a must, but the first one is pretty vital Ok, so I have my mob, named dragoone, which is a scaled down Enderdragon, which spawns in hilly biomes at night. I have the model working, not tested out the natural spawning yet, but if I encounter an issue with it then I will returneth to the forums. But here is the issue. The mob doesn't have a texture. Now I am using a custom enderdragon texture file for the dragoone, but when I set the path to the file using: this.texture = "/Minecraft/src/jordsta95/Mod/dragoone.png"; the texture doesn't appear on the mob. Am I doing something wrong with that? The other issue is getting the mob to drop a custom item. The item is called DragonScale and is located in my main java file (Everything_and_More_Mod). But I have been unable to get the mob to drop any item, whether it be an item that I have added or a vanilla item. Here is the code I have used, on guidance from a tutorial: protected int getDropItemId(){ return Everything_and_More_Mod.DragonScale.itemID; Any help would be great Thanks -Jordan
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