Everything posted by Abastro
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Forge not picking up a class when run outside of dev environment
What is Clojure? Is it a library?
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[1.7.10][Solved] Is there any way to use Optifine on Dev Environment?
@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.
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[1.7.10][Solved] Is there any way to use Optifine on Dev Environment?
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?
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[1.8] Config not working
Where do you call Configuration#load()?
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JSON Won't Affect my Ingame Item
No it should render because the syntax itself is not wrong. The "x", "y", "z" properties would be treated like a comment.
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[1.8] B3D Item Code Does Not Work
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.
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Gravity
So you should change the code using ASM, and it will lack compatibility seriously.
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Changing moon texture in custom dimension
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()
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[1.8] Change item texture to use a base texture and a GL Texture
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.
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JSON Won't Affect my Ingame Item
That part is so strange. It should be something like [ 165, 135, -90 ].
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[Solved][1.6.x] TESR with transparency depth issue
I think 1.6.x is too outdated.. You would not be able to get supported with the version.
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[1.8] [SOLVED]3D Model Not adhering to uvlock
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.
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[1.8] B3D Item Code Does Not Work
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.
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[1.8] B3D Item Code Does Not Work
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.
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[1.8] B3D Item Code Does Not Work
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.
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[1.8] B3D Item Code Does Not Work
I think you should implement custom IModel implementation.
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[1.8] Multi-layer block model
Also you can use some IModel implementation for that. It allows to render multiple IBakedModel-form models.
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[1.8] Multi hitbox entity
I think this method: Entity#getParts() is important. You should return the dragon parts there.
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[UNSOLVED]Strange things happen with my energysystem[1.8]
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)
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[1.7.10]Opel GL Error - 1286: Invalid framebuffer operation - Unsure of cause
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.
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[FORGE BUG]GuiConfigEntries.SelectValueEntry title overlapping options
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..
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[1.7.10][Solved]Item Renderer Help?
And you are rendering the item before scaling and translating in the code you posted.
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[FORGE BUG]GuiConfigEntries.SelectValueEntry title overlapping options
Ah you used Config Entry Class.. The FML used ConfigGuiType.MOD_ID instead of entry class. Try that.
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[FORGE BUG]GuiConfigEntries.SelectValueEntry title overlapping options
Why did you make your own entry class? It is meaningless, first fix that.
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Include external folders into minecrafts default resourcepack?[NEED HELP]
I remember that it is possible without reflection. EDIT: Found it. You can do that with this code:((SimpleReloadableResourceManager)Minecraft.getMinecraft().getResourceManager()).reloadResourcePack(IResourcePack)
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