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PlatonCraft
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Everything posted by PlatonCraft
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Ok, my code is OK. I wrote the code and got .obj models with textures work in Minecraft. But I used model from other mod. Obviously, I want to create a model which I can use in MC and texture it some way. I created a model and it even works, but with another texture it doesn't renderers right. And here are many rendering glitches. So I have some model in blender and I want to texture it and use texture in MC. How am I supposed to do this?
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[1.7.2] Laggy generation and two forge questions
PlatonCraft replied to PlatonCraft's topic in Modder Support
And what about forge on a new MC version? Nobody knows??? -
Obviously, I have two questions. First one is about generation. I wrote a code to generate blocks as ores. And new world generation takes 3 times more time than without generation. If my block lights generation can be 5-15 times longer (especially when generation chances are high, it took me 2 minutes to generate world with high chances) Second question is about proxys. Am i supposed to have them? What are they used for? I used them in 1.6.4 to make my mod work on external server. I was crashing without it. But now on 1.7.2 I start my mod without proxys on external server and it works fine. Also I want to ask why there is no forge for 1.7.4, 1.7.9, 1.7.10? 1.7.2 is pretty buggy and it would be nice to code for the last actual MC version. Or is there problems to port forge to 1.7.10? Will be forge on 1.8?
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Oh, I forgot that this is Forge Forum But If someone knows how to help me, please help!!! Or show me right place please.
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You didn't understand me. I don't need any forge. I already said that. How is optifine getting compiled? It replaces minecraft source code. I need to rename my Item.class like files to abq.class Not only classes I need to rename. Method too.
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Hello there! According to MCP for 1.7.2 out I tried to make my mod without forge. And changed minecraft source code in some places. I got it work in eclipse. But I obviously want it to work on Minecraft client. I compliled it as usual, but there are non-obfuscated files with their deobfuscated names. And I need names like abq, bc, and methods named so. How can I do this? I saw much mods that change MC source code, and their classes' names are equal to MC names (Optifine, Forge, FPS+, and others) Hope you'll help. Thank you.
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Didn't you notice that you have double-time described methods. Fix it. I have not many methonds, and list already has some. Block func_149658_d("modid:BlockBlock"); //sets texture location. this is for "assets.modid.textures.items.BlockBlock.png" this.func_149647_a(CreativeTabs.tabBlock); //Sets CreativeTab this.func_149663_c("blockunlocname"); //Sets unlocalized name this.func_149711_c(15F); //sets hardness this.func_149752_b(10F); //sets resistance this.func_149715_a(100F); //sets light value (15F is not max anymore)
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Still need help. I think I need something like renderer. (bow's animation described in ItemRenderer) But how can I make and register?
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So when I shoot with my item, I spawn entity code in Item's class to spawn entity if (!par2World.isRemote) { par2World.spawnEntityInWorld(entitybullet); } if entitybullet is equal to EntityArrow, Arrow spawns succesfully. if entitybullet is equal to my custom EnitityBullet I shoot with nothing! I have by bullet Item with working texture. How can I associate my Entity with my Item to shoot with Bullet. I am sure that in Entity's class not described how it looks like. Solved. Just need to register and render Entity http://www.minecraftforum.net/topic/1892995-rendering-your-custom-item-texture/
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Men, try to reinstall forge like this. http://www.minecraftforge.net/forum/index.php/topic,15314.0.html Your situation is strange. Try to register in Item's method like this this.setTextureName("flintstonetools:ItemRifle"); It works for me.
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And what will I get? I know where the animation described. In ItemRenderer. But I don't know how and where to register it. And what I need to register. I don't thing some lava help me. When you using bow, its length expands, or when you eat or drink items. It is animation I mean. Not lava ore some animated blocks.
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No, definitely not. Bow animation works without textures. icon array is just changing texture 3 times. I don't need it. I need to create my custom animation.
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Thanks, I will need it later, but now I don't need it. I need to make animation for my item's moving while shooting.
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Obviously, I would like to know, how can I render my item customly? I wrote code and made my item shoot like bow with this animation code and much other code, but it's imortantless for animation I guess @Override public EnumAction getItemUseAction(ItemStack par1ItemStack) { return EnumAction.bow; } So, how can I add EnumAction? or something else? Thanks in advance.
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It's stored in a private variable. You can't. It's a pity But I invented my own method =) If TryCatch catches exception and getTotalArmorValue == 5 (this is when Horse iron armored) then command work. =) Thank you for help P.S. Why can't I paste some code? I trying to paste smile, clicking it, and nothing happens. Also I can't paste spoilers, quotes, codes. I can't paste anything!! And I need to use spoiler /spoiler with [] It's very uncomfortable!! How can I fix it?
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You right. But before I was getting error. And this instruction fixed that error. But now all works without it. I don't know why so I changed Tutorial
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Now I made it not crash if it horse or any another entity b = ((par1EntityLivingBase.getCurrentItemOrArmor(3) != null && par1EntityLivingBase.getCurrentItemOrArmor(3).getItem() == armorarray[i])|(par1EntityLivingBase.getCurrentItemOrArmor(4) != null && par1EntityLivingBase.getCurrentItemOrArmor(4).getItem() == armorarray[i]))? true:false; But how can I check horse's armor? I don't understand.
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Duh. If it equals null you can't then go accessing its child fields and methods. If "nothing happens" when you do it like I said, are you sure the slot is not empty? I got horse with saddle and iron armor. Also I tried slot numbers 0,2,3,4 But nothing happend.
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It is third tutorial how to setup forge. But this is the easiest ever!!! And I don't understand why everybody chose the harder way with some gradle plugin. You don't need it! Ok, let's start. FIRST. Create one folder anywhere. In example D:\Forge Unzip forge-src archive downloaded here to this folder. SECOND. Start gradlew.bat with commad eclipse. Just create another bat-file with code: gradlew.bat eclipse and start it. Wait for closing. THIRD. After all open eclipse and change you workspace to D:\Forge\eclipse If Minecraft project contains nothing double-click it. That's ALL!!! No any useless gradle (If you don't want to use gradle of course) Also see my Compiling mod tutorial
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I already said that tried this. Now I tried this once again if(par2EntityLivingBase.getCurrentItemOrArmor(1) != null) { System.out.println(par2EntityLivingBase.getCurrentItemOrArmor(1).getItem().toString()); } And game not crash but nothing happens. Also I tried ==null (Crash), if (!par2EntityLivingBase.getCurrentItemOrArmor(1).equals(null)) (Crash), par2EntityLivingBase.getCurrentItemOrArmor(1).equals(null) (Crash).
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Yes, but slot is NOT empty. How can I check that slot is not or empty empty? I don't know And != null or ==null or !(.equal(null)) or .equal(null) not act at all
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So, it's strange. Very strange. Try to use this code. It work for me too. @Override public void registerIcons(IIconRegister reg) { this.itemIcon = reg.registerIcon("tutorialmod:food); }
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I have a real trouble. If I trying this par2EntityLivingBase.getCurrentItemOrArmor(1).getItem() I getting MC crashed with I guess why this happens. How can I get Item if Item is null. But even if I calling this to armored horse with saddle too, game crashes anyway. Why? How can I fix this?
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Are you sure that you full path to food.png is \[i]forge folder[/i]\src\main\resources\assets\tutorialmod\textures\items\[b]food.png[/b] forge folder is folder where you have gradlew.bat obviously.