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DJFLuFFy_vs_joe

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  1. Yes i know there are always exceptions Thank you for your feedback i really appreciated it. you have helped me a lot just by helping other people on this forum.
  2. First i wrote them by hand, but it was tedious work, then i searched the internet and i found the program made by wuppy and this was great but i could not copy and paste so i had to type everything and this was again a lot of work. So i wrote a java program that asks for the mod root directory and then compares the names of the textures with the names of the model/json files and it creates the model/json file when there was a texture but no model/json file for it and it also adds an generic entry in the language file for the item/block. But this program does basic stuff and if i make more complicated block i still have to edit the json file. and i know i'm just lazy. i was just wondering if it was possible to do it this way. one of the things i want to avoid is looking for hours at my code why something is not working and then find out i forgot a column or a komma in my json file
  3. So i guess in the preInit i need to create an arraylist with all the items/blocks and then check if the json exists. and when thats done create and register the items and the create json files. and in the init method tell the proxy to use the desired json file. Is this the way to it? because it kinda sounds too simple to work out of the box
  4. I can remember i used the resourceLocation in the past. And has anybody tried to let gson create the json files for the items and blocks? Offcourse with a check if they don't exist. i just want a simple and easy way to add simple generic items, so that i have more time to work on the more complicated stuff.
  5. I have the same problem. I'm using in 1.7.10 IICon to have one item that is multiple items depending on the metadata. this saved me time because the items all have the same function. only a different name and texture private int itemCount = Ref.CRAFTITEMS.length; @SideOnly (Side.CLIENT) private IIcon[] icons; public CraftItem() { super(); setCreativeTab(PurpleStuffMod.purpleStuffTab); setHasSubtypes(true); setMaxDamage(0); } @Override public String getUnlocalizedName(ItemStack stack) { int i = MathHelper.clamp_int(stack.getItemDamage(), 0, itemCount); return Ref.CRAFTITEMS[i]; } @Override @SideOnly (Side.CLIENT) public void registerIcons(IIconRegister register) { icons = new IIcon[itemCount]; for (int i = 0; i < icons.length; i++) { icons[i] = register.registerIcon(Ref.Texture_Path + Ref.CRAFTITEMS[i]); } } @Override @SideOnly (Side.CLIENT) public IIcon getIconFromDamage(int dmg) { return icons[dmg]; } @Override @SideOnly (Side.CLIENT) public void getSubItems(Item item, CreativeTabs tab, List list) { for (int i = 0; i < itemCount; i++) { list.add(new ItemStack(this, 1, i)); } }
  6. Where is your model class?? and did you put ClientRegistry.bindTileEntitySpecialRenderer(TileEntityE.class, new TileEntityERenderer()); in the clientproxy file???
  7. i was also looking for this, i found your post and i also found this, https://github.com/MinecraftForge/FML/blob/master/conf/methods.csv it might help you.
  8. func_149739_a() is now getUnlocalizedName() And thanks for the solution, i was looking for a replacement for @networkmod. i didn't know it is not needed anymore. Thank you
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