Jump to content

Abastro

Forge Modder
  • Posts

    1075
  • Joined

  • Last visited

  • Days Won

    2

Everything posted by Abastro

  1. What is Clojure? Is it a library?
  2. @Dijkstra ofc I have put the mods in the eclipse/mods folder. @diesieben07 Impossible; It is issue related with Clock. When minecraft is launched, the clock always points noon on first login on SMP. It works well after disconnecting and re-login. Also it works well on SSP. I think it is relayed with Stellar Sky's worldprovider replacement being corrupted by Optifine, but I can't know what is happening exactly.
  3. Hi, I'm a developer of Stellar Sky mod. I want to fix an issue with Stellar Sky & Optifine, but failed to use Optifine in dev environment. It always ended up with: java.lang.NoClassDefFoundError: aji, even with CodeChickenCore! So is there any way to use Optifine in dev environment?
  4. Where do you call Configuration#load()?
  5. No it should render because the syntax itself is not wrong. The "x", "y", "z" properties would be treated like a comment.
  6. What happens if you set the location of the .b3d model file with the file extension? Seeing its code, the model loader is called before item model is loaded, and overlapped the model.
  7. Abastro

    Gravity

    So you should change the code using ASM, and it will lack compatibility seriously.
  8. You can set the renderer on WorldEvent.Load using WorldProvider#setSkyRenderer() on the event: WorldEvent.Load Also you can just return your own renderer on WorldProvider#getSkyRenderer()
  9. I think you would really be unable to do that with normal item.. Current system only allow stitched textures to be rendered. You might use something like TileEntityItemstackRenderer.
  10. That part is so strange. It should be something like [ 165, 135, -90 ].
  11. I think 1.6.x is too outdated.. You would not be able to get supported with the version.
  12. Why did you use uvlock? It will not rotate the texture, so model would be It is for the case that you don't want the top face texture to get rotated.
  13. No, I didn't mean that. You should register your modid using B3DLoader.instance().addDomain("yourmodid"); And you just put your .b3d model into the model directory. + You should have added the variant name to load the model, since it is not automatically searched.
  14. Sorry about causing the confusion. It couldn't be registered in those way. You should need to register your modid by B3DLoader.instance().addDomain(String), And It should be contain ".b3d" in the end of the name.
  15. There is model registry where you can register your own IModel, including B3D Model. I remember that it was "ModelRegistry". You should register the IModel there. Then it should be sufficient, you wouldn't even need the ModelBakeEvent.
  16. I think you should implement custom IModel implementation.
  17. Also you can use some IModel implementation for that. It allows to render multiple IBakedModel-form models.
  18. I think this method: Entity#getParts() is important. You should return the dragon parts there.
  19. Don't use @SideOnly.. It is not for those cases. Just use packet with the position to sync information. (Keep in mind that clientside tileentity and serverside tileentity is different instance)
  20. I remember that I have the same error with empty mod(=no contents). It might be a problem of forge. I think I was told that it was a bug and fixed on the latter versions.
  21. Sorry, I had mistaken. It is done by this element: new DummyConfigElement<String>("modIDSelector", "FML", ConfigGuiType.MOD_ID, "fml.config.sample.modIDSelector") So it does need Dummy Config Element..
  22. And you are rendering the item before scaling and translating in the code you posted.
  23. Ah you used Config Entry Class.. The FML used ConfigGuiType.MOD_ID instead of entry class. Try that.
  24. Why did you make your own entry class? It is meaningless, first fix that.
  25. I remember that it is possible without reflection. EDIT: Found it. You can do that with this code:((SimpleReloadableResourceManager)Minecraft.getMinecraft().getResourceManager()).reloadResourcePack(IResourcePack)
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.