-
[Solved][1.8.9]Register Item with ISmartItemModel
Thanks. I'll see if I can find out how the .tnc file is structured. A shame though that the old minecraft models no longer work.
-
[Solved][1.8.9]Register Item with ISmartItemModel
Alright, I might take a look at that. Any pointers on where to start learning about making a custom model loader?
-
[Solved][1.8.9]Register Item with ISmartItemModel
So there is still no way to render items in the inventory through a TESR or something similar? Do all models of items now have to be done via json files or obj files etc?
-
[1.7.10]problem with server won'y run , infinity 2.3.0
Since you are running FTB Infinity, you should propably go to the FTB forums http://forum.feed-the-beast.com/forum/tech-support.210/. I doubt that people here can help you.
-
[Solved][1.8.9]Register Item with ISmartItemModel
Hi, Is there a way to register an Item with my own ISmartModel, so that it shows up in my inventory using that model? As of now I hve only seen how to do it with a ModelResourceLocation. Or alternatively a way to render the Item with a TileEntitySpecialRenderer. I would hate to convert all my Techne models to json models if there is a way to avoid that.
-
Questions on @Optional
Thanks. Will try to make it work without.
-
Questions on @Optional
Hi I want to use a couple APIs for the mod I'm currently making, so I followed a tutorial (https://raw.githubusercontent.com/coolAlias/Forge_Tutorials/master/ModdingWithAPIs.java) on how to use them. Loaded the Buildcraft api in and minecraft runs nicely. Now the problem is that I want the mod to work even without any other mods installed, so I use the @Optional annotations: @Optional.InterfaceList(value={ @Optional.Interface(iface="buildcraft.api.power.IPowerReceptor", modid="BuildCraft|Energy", striprefs=true) }) public class TileEntityPowerReceptor extends TileEntity implements IPowerReceptor{ //is that gonna work without bc? public PowerHandler BCPowerHandler = new PowerHandler(this, PowerHandler.Type.MACHINE); private int power; public TileEntityPowerReceptor(){ } @Method(modid="BuildCraft|Energy") @Override public PowerReceiver getPowerReceiver(ForgeDirection side) { return BCPowerHandler.getPowerReceiver(); } @Method(modid="BuildCraft|Energy") @Override public void doWork(PowerHandler workProvider) { // TODO Auto-generated method stub } @Method(modid="BuildCraft|Energy") @Override public World getWorld() { return worldObj; } public int getPower() { return power; } public void setPower(int power) { this.power = power; } } I don't think that will work though since it doesn't know what a PowerHandler object is without BC. Can I strip that as well somehow?
-
[Solved][1.7.10] Rendering a cube with scale not working
Hi yeah it just occured to me that there really was no reason not to do it in glScalef. So I moved it there and it works fine now, thanks!
-
[Solved][1.7.10] Rendering a cube with scale not working
Thanks for the suggestion! Unfortunately that method doesn't seem to exist in Render (which is the parent of the RenderShot) . The shot is also extends EntityFireball and not EntityLivingBase (should have mentioned that in OP). The -1 is because this shot is fired from a cannon, the model for which I made in Techne. When I imported it it screwed up the rotations and such so I just started to change values until it looked right. Thats also the reason for the "shot.getRenderYaw() - (float)Math.PI * 0.5f". Will clean all that rotation stuff up later though, its kinda messy right now. The scaling I'm worried about happens here though: float scale = 0.0625F * shot.getSizeFactor(); LogHelper.info(scale); cubeShot.render(scale);
-
[Solved][1.7.10] Rendering a cube with scale not working
What is that/how do I do it? I've never heard of it.
-
[1.7.10] [HELP] Error loading mod to server.
I'd guess you have to remove the @SideOnly annotation at the top of your repair table class. I think it causes the constructor of that class to only exist on the client since you commented out the variable below the annotation.
-
[Solved][1.7.10] Rendering a cube with scale not working
I'm actually doing that, its not the problem. shot.getSizeFactor() returns the correct value on the client and the server side. As I said, the scale is calculated properly and as far as I can tell it really should work.
-
[Solved][1.7.10] Rendering a cube with scale not working
Hey everyone I've got a small problem with rendering cubes. I have a RenderShot that should render a shot for an EntityShot, and it basically just renders one cube with varying size. Or at least it should. Here's the code for the renderer: public class RenderShot extends Render{ private ModelBase model = new ModelBase(){}; private ModelRenderer cubeShot; public RenderShot(){ model.textureHeight = 32; model.textureWidth = 64; cubeShot = new ModelRenderer(model); cubeShot.addBox(-2F, -2F, -8F, 4, 4, 16);; cubeShot.setTextureSize(64, 32); } @Override public void doRender(Entity entity, double x, double y, double z, float yaw, float partialTickTime) { EntityShot shot = (EntityShot)entity; GL11.glPushMatrix(); GL11.glTranslatef((float)x, (float)y, (float)z); GL11.glScalef(-1F, -1F, 1F); Minecraft.getMinecraft().getTextureManager().bindTexture(Textures.Model.ENERGY_SHOT); //rotation works cubeShot.rotateAngleX = shot.getRenderPitch(); cubeShot.rotateAngleY = shot.getRenderYaw() - (float)Math.PI * 0.5f; //also correctly calculated float scale = 0.0625F * shot.getSizeFactor(); LogHelper.info(scale); cubeShot.render(scale); GL11.glPopMatrix(); } @Override protected ResourceLocation getEntityTexture(Entity entity) { return Textures.Model.ENERGY_SHOT; } } The problem is that it doesn't vary the size even though the scale calculation clearly works (I know cause I print it out). It always renders all shots the same size, either max scale(wich is a scale of 0.0625) or min scale (wich is about 0.015). It might switch from min to max or the other way around when I restart the game, but it always renders every shot the same size. Does anyone have an idea what could cause that?
-
Forge and FML
I think that explains it well enough. Thanks!
-
Forge and FML
Ok, I understand why you would use an API. So if I make a mod with Forge, why do I need things from FML in my base mod class? Or could I make a Forge mod without using anything from FML?
IPS spam blocked by CleanTalk.