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TheGreyGhost

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Everything posted by TheGreyGhost

  1. It's because the block/cube_all model that you are using already has the particle texture defined. block/cube_all: { "parent": "block/cube", "textures": { "particle": "#all", "down": "#all", "up": "#all", "north": "#all", "east": "#all", "south": "#all", "west": "#all" } } Used block/cube instead and list all of the sides plus the particle texture, eg { "parent": "block/cube", "textures": { "down": "minecraftbyexample:blocks/mbe01_block_simple_face0", "up": "minecraftbyexample:blocks/mbe01_block_simple_face1", "north": "minecraftbyexample:blocks/mbe01_block_simple_face2", "east": "minecraftbyexample:blocks/mbe01_block_simple_face5", "south": "minecraftbyexample:blocks/mbe01_block_simple_face3", "west": "minecraftbyexample:blocks/mbe01_block_simple_face4", "particle": "blocks/lapis_block" } } This link explains the background in a lot more detail: http://greyminecraftcoder.blogspot.com.au/2014/12/block-models-18.html and also http://minecraft.gamepedia.com/Block_models -TGG
  2. Hi THere is a lot more info on block mining and drops in this line here http://greyminecraftcoder.blogspot.ch/2015/01/mining-blocks-with-tools.html and especially http://greyminecraftcoder.blogspot.ch/2015/01/summary-of-logic-flow-when-mining-blocks.html Short answer - try BlockEvent.HarvestDropsEvent -TGG
  3. OK In that case, I suggest you put a breakpoint in the EntityPlayerMP constructor here: while (!p_i45285_2_.getCollidingBoundingBoxes(this, this.boundingBox).isEmpty()) // <-------- breakpoint here { this.setPosition(this.posX, this.posY + 1.0D, this.posZ); } If it doesn't find a spawn spot it keeps increasing the posY until it finds one which is clear. If you trace it through you should pretty easily find out what isn't working as you expect. BTW did you read this line from the post I linked? It sure sounds very similar to your issue > I forgot to set up the block's ID in the config handler so it defaulted to zero making all the air blocks that block.. wow -TGG
  4. Hi all How/where do I find the latest version of Forge 1.8 beta for testing? I have 11.14.0.1252 from quite some time ago and I know there's been progress since then. Also, which is the current branches on GitHub? The FML repository appears to be out of date and there is no FML in the Forge repository that I could find. Upshot is, I have found several bugs and I don't know if they've been fixed. They aren't in the issues or the commit logs. I'd rather check first before raising further issues. -TGG
  5. Hi This thread talks about it more http://www.minecraftforge.net/forum/index.php/topic,14978.msg76135.html#msg76135 If that doesn't work, maybe try a couple of the ideas in this thread (heap analyser) http://www.minecraftforge.net/forum/index.php/topic,15843.msg80396.html#msg80396 -TGG
  6. Hi This thread is probably of interest too. http://www.minecraftforge.net/forum/index.php/topic,24358.msg123834.html#msg123834 It looks to me like you will probably have to include the lib in your jar file (as a "shadow" library), unless you want everyone who uses your mod to have to install the jeval library manually, or for some reason you want to write your own installer. -TGG
  7. Hi Sounds like you might also be interested in this site remix.kwed.org If Nephroid's link doesn't work - from memory I think that this player http://www.sidmusic.org/sidplay/ can output to wav, which you can then convert to ogg using any tool you like, for example Audacity http://audacity.sourceforge.net/ -TGG
  8. Darn you beat me to it lol guess i need to get faster at searching through the minecraft code. You've got to be pretty quick on the draw to beat dieSieben, that's for sure...
  9. Hi Some background help on Proxies in case it's useful http://greyminecraftcoder.blogspot.ch/2013/11/how-forge-starts-up-your-code.html I'd say you just need to check the names of your Proxies very carefully to make sure they match, including the Upper/Lower case. -TGG
  10. Hi You could perhaps consider using an ordinary block for the base texture, with smooth lighting, and using your TESR just to draw the overlay using the block brightness (like you're doing now). The Beacon does this, for example. That way vanilla will do all the hard work for you on the stone texture. Your TESR won't have smooth lighting but because it's not continuous like the background is, you probably won't be able to tell the difference. -TGG
  11. I'd say that a bit of search-and-replace on the srg names is the least of your problems... all of your comments and fields and local variables from your own classes will be gone, which is for sure much worse? Personally I wouldn't waste any time trying to automatically deobfuscate them. Migrating from 1.4 to 1.7 or 1.8 means you would have to rewrite probably most of the calls to vanilla methods anyway. FYI if you haven't used GitHub before, take a look sometime, it's really useful for storing your code and easily synching it between different computers. It's a bit of a hurdle to get started with git and GitHub and get used to the terminology, but if you invest a couple of hours with one of the many tutorials on the web it's for sure worth it. -TGG
  12. Hi You haven't set the brightness on the tessellator so the blocklight/skylight settings are ignored. You also haven't done direction-dependent brightness on the faces. This link might be helpful. It's basically the same as for 1.7.10. http://greyminecraftcoder.blogspot.com.au/2014/12/lighting-18.html Have a look in RenderBlocks.renderStandardBlockWithColorMultiplier(), the key parts are float f3 = 0.5F; float f4 = 1.0F; float f5 = 0.8F; float f6 = 0.6F; for use with face-dependent brightness eg tessellator.setColorOpaque_F(f10, f13, f16); and the setBrightness eg tessellator.setBrightness(block.getMixedBrightnessForBlock(this.blockAccess, x, y- 1, z)); // for the bottom face tessellator.setBrightness(block.getMixedBrightnessForBlock(this.blockAccess, x, y+ 1, z)); // for the top face etc (Notice that for solid blocks, you have to get the mixedbrightness from the adjacent block. The mixed brightness of the solid block itself is 0). -TGG -TGG
  13. Hi This link might help to understand BlockStates and metadata and IDs and such. http://greyminecraftcoder.blogspot.co.at/2014/12/blocks-18.html Bottom line is - you need to think in terms of IBlockStates, not BlockID and metadata. The only part of your code that needs to know about the metadata numbers is the Block itself, which provides translation between metadata and BlockState for vanilla saving & loading to disk only. Everything else uses IBlockStates including other parts of your code that interact with your Block. -TGG
  14. Hi You might find the background information in this link useful http://greyminecraftcoder.blogspot.ch/2015/01/mining-blocks-with-tools.html -TGG
  15. Hi You might find these two links helpful to track down the source of the problem http://www.terryanderson.ca/debugging/run.html and http://www.vogella.com/tutorials/EclipseDebugging/article.html -TGG
  16. Hi >and it's transparent ingame but the problem is that you can see through the tileentity: I don't understand what you mean - if you can't see through the tileentity, it wouldn't be transparent-? What is it supposed to look like? I'd also suggest you test just one TileEntity at a time, it looks like you've got 50 of them in your screenshot? In addition to Draco's comments, some info about the tessellator, in case you're not familiar: http://greyminecraftcoder.blogspot.com.au/2013/08/the-tessellator.html -TGG
  17. Maybe your craftingProcesses has been cleared by something else? Or an extra TileEntity copy has been created with no craftingProcesses? I suggest you add a small bit of code, put a breakpoint on it, and have a look at the tileEntity and craftingProcesses to see what's wrong with them, perhaps also add some other System.out.println() to other places which initialise or otherwise edit craftingProcesses super.writeToNBT(tag); tag.setInteger("numberOfProcesses",craftingProcesses.size()); System.out.println("write:"+craftingProcesses.size()); if (craftingProcesses.size() == 0) { int i = 1; // breakpoint here } -TGG
  18. Hi You might also find this link useful http://greyminecraftcoder.blogspot.com.au/p/list-of-topics.html Especially the section "Blocks" and the sections under "Block Rendering" -TGG
  19. Hi Depending on what kind of tutorial you are looking for, these two links might help http://greyminecraftcoder.blogspot.com/p/list-of-topics.html and working examples https://github.com/TheGreyGhost/MinecraftByExample -TGG
  20. Hi You might find this link useful greyminecraftcoder.blogspot.com.au/p/list-of-topics.html in particular the topics under Blocks and Items ModelBakery.addVariantName is used to register for variants. For items you also need to Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register() to tell minecraft that the item renderer should look for the model in ModelManager. Vanilla methods that are particularly relevant: ModelManager.onResourceManagerReload() BlockModelShapes.reloadModels() and especially ModelBakery.getModelBlockDefinition() is the entry point for parsing JSON files. ModelBakery.bakeModel() The vanilla code is quite complex and will probably take a while to get your head around. If you just want an example of some working code, this project has some examples of block variants and item variants (examples 3 and 11) https://github.com/TheGreyGhost/MinecraftByExample -TGG
  21. Hi Sounds like this bloke might have done it for TileEntities.. i.e. just ported the code for AdvancedModelLoader himself. http://www.minecraftforge.net/forum/index.php/topic,26337.msg134490.html#msg134490 Might be worth asking him for a copy. -TGG
  22. Hi this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); this.model is null because you have misnamed your GemCutterRender constructor and it has created a default constructor with nothing in it... -TGG
  23. Hi all. Regardless of the messages in the "Tamed dog" thread, I think Thornack's point about maintaining a basic level of respect is worth thinking about. -TGG
  24. Hi This link might help http://greyminecraftcoder.blogspot.com.au/2014/12/item-rendering-18.html I think "gui" should do what you need, you just need to rotate it so the face you want is displayed perpendicular to the z axis. -TGG
  25. Hi It's possible but not straightforward. This link talks a bit more about it. http://greyminecraftcoder.blogspot.com.au/2014/12/item-rendering-18.html This link is an example, based on item metadata. https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe11_item_variants If that's not suitable, look at Item.getModel(). (I'm writing an example for that but it's not finished yet...) -TGG
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