
ss7
Forge Modder-
Posts
189 -
Joined
-
Last visited
Everything posted by ss7
-
Hello, I have got to a point where i would like to make a config file. I found a tutorial in the wiki section. First i'm going to show you how i create my blocks and items in my main mod file: public static final Block test = new Test(Config.ids.get(0), Material.ground).setUnlocalizedName("test"); In my Config file i have this (the var called ids is a ArrayList<Integer> where i save all my ids): The LoadConfig() function is called in the FMLPreInitializationEvent like this: Config.LoadConfig(new Configuration(event.getSuggestedConfigurationFile())); Unfortunately this won't work, cause the block is created before the Config.ids list gets his ids, so it throws a NPE. So i solved that problem like this: In my mod file: public static Block test; And in the FMLInitializationEvent: test = new Test(Config.ids.get(0), Material.ground).setUnlocalizedName("test"); But that also doesn't work, because some of my mod files need access to the Test.blockID before the mod is initialized. So i have no idea what i should do to fix this problem. I hope you can help! Thanks in advance! ss7
-
Hello, OK, i think i can't do that because i can't change the block id after i registered the block. But anyways: Here is the code to get only blocks of a mod: ss7
-
Hello, I'm trying to make a config file for my block and item id's. But unfortunately then i would need to make a var for each of my blocks containing the config id. And then i had to make this line of this code for each block: config.get(Configuration.CATEGORY_BLOCKS, "test", 0); And i thought: Why can't i just get all the blocks and items of my mod and iterate through all of them? I found out that all blocks are added to a private Multimap in GameRegistry and i could access that map with reflection. But i don't think that's a good way of doing this. Do you guys have ideas how to do this? Thanks in advance! ss7
-
Hello, Thank you very much, it works now! I had that isProvidingWeakPower before, but i just had a println and a return 0 in there and never had the idea to return 15 there This is now SOLVED ss7
-
Hello, I'm trying to make a camera and a monitor and on that monitor you can see what you would see if you would stay at the same position as the camera. Unfortunately i don't even know how to render a player's view on a face of a block. Any help is greatly appreciated! Thank you in advance! ss7
-
Hello, I'm trying to make a block that provides strong redstone power. In my block class i have this: @Override public int isProvidingStrongPower(IBlockAccess par1iBlockAccess, int par2, int par3, int par4, int par5) { return 5; //Just as a test } But unfortunately that doesn't seem to work. But when i place a cobblestone or some block next to my block and place redstone wire near this cobblestone then it works. I have also overridden canProvidePower() but that only makes that so redstone connects to this block. I have no idea why this is not working. Thank you in advance! ss7
-
Using coloured Icon overlays like vanilla spawn eggs
ss7 replied to SamTebbs33's topic in Modder Support
Hello, You could try to override colorMultiplier in your item class. ss7 -
Hello, Thank you very much, now it works! ss7
-
Hello, OK, thank you! I've now got this code in a TileEntity class to get all entities nearby: And the canSee() method looks like this (i inverted the order of the arguments, like TheGreyGhost said): But it always prints out null. I don't know what is wrong with my code. ss7
-
Hello, I'm trying to implement i CCTV camera into my mod. So i need a function that checks if a block can see a entity. I've been looking through the code of EntityLivingBase and found a method called canEntityBeSeen(Entity par1Entity) . So i copied what was in the method and customized it a little bit: return worldObj.clip(worldObj.getWorldVec3Pool().getVecFromPool(xCoord, yCoord, zCoord), worldObj.getWorldVec3Pool().getVecFromPool(entity.posX, entity.posY + (double)entity.getEyeHeight(), entity.posZ)) == null; I have that code in a TileEntity class. But when i call that function and print out the return value it always says false . So i think i have to create a entity that spawns when my block is created, with that i can check if the block can see a entity nearby. But before i do that i wanted to ask if there is a better method with that i can check if the block can see a entity nearby. (I don't wan't to get all the entity's nearby, i wan't all the entity's that the block can see). Thank you in advance. ss7
-
Hello, I'm rendering a OBJ, but in Minecraft it looks like one side of my cube is open. Here is a image of what i mean: http://i.imagebanana.com/img/3lsb25ny/20131012_20.46.27.png[/img] It doesn't matter from which side i'm looking at the block, it's always the same. Thank you in advance! ss7
-
Hello, When i bind no texture to it and try opening the GUI of my block and taking out the item that was in there, it's rendering another image. http://i.imagebanana.com/img/2vaf9tav/20131012_12.19.45.png[/img] When i bind a texture to it it looks like this: http://youtu.be/qT0IOXn5__E EDIT: OH MAN!!! That was just the wrong block that i was looking at! Sorry! This is now SOLVED ss7
-
Hello, I've tried to render a rectangle with the Tesselator but even that doesn't worked. Here is my code: Tessellator tessellator = Tessellator.instance; tessellator.startDrawingQuads(); tessellator.addVertexWithUV(x + 0, y + height, zLevel, 0,1); tessellator.addVertexWithUV(x + width, y + height, zLevel, 1, 1); tessellator.addVertexWithUV(x + width, y + 0, zLevel, 1,0); tessellator.addVertexWithUV(x + 0, y + 0, zLevel, 0, 0); tessellator.draw(); Maybe i'm doing something wrong there, because i'm new to rendering. ss7
-
Hello, It doesn't work either. But why should i do this? I've done it like this in ALL of my Blocks and it worked in ALL of my Blocks. So why should i do this? My method is faster. ss7
-
Hello, Here is my rendering code: MODEL: public void Render(TileEntity par1Entity, double x, double y, double z) { GL11.glPushMatrix(); GL11.glTranslatef((float)x + 0.5F, (float)y + 0.5F, (float)z + 0.5F); FMLClientHandler.instance().getClient().renderEngine.bindTexture(new ResourceLocation("brickcraft", "/textures/test.png")); model.renderAll(); GL11.glPopMatrix(); } TESR: @Override public void renderTileEntityAt(TileEntity tileentity, double d0, double d1, double d2, float f) { new TestModel().Render(tileentity, d0, d1, d2); } ss7
-
Hello, I'm trying to bind a texture to a face of a obj model with UV Mapping (Blender). So, it works in Blender and i exported the model to an obj. In Minecraft i'm binding the texture like this: FMLClientHandler.instance().getClient().renderEngine.bindTexture(new ResourceLocation("brickcraft", "/textures/test.png")); But when i open Minecraft my block looks like this (what actually looks kinda cool ): http://i.imagebanana.com/img/enn8yv30/20131011_18.12.17.png[/img] It looks the same even if i don't bind a texture to it. The console doesn't say that it can't find the texture. I'm guessing i'm doing something wrong in Blender. Thanks in advance! ss7
-
Hello, Thank you very much, i just removed the dot, and now it's working! BTW: I'm using Blender. This is now SOLVED ss7
-
Hello, You can get the normal ray-trace by returning this: return super.collisionRayTrace(par1World, par2, par3, par4, par5Vec3, par6Vec3); That should give it the behaviour of a normal block. Is it that what you want?: ss7
-
Hello, I've got my obj render code to work, and i created a nice model that looks like this: But when i try to render it in Minecraft i get a error like this: net.minecraftforge.client.model.ModelFormatException: Error parsing entry ('o Cube.001', line 4) in file '/assets/brickcraft/textures/test.obj' - Incorrect format I don't know why i get this error. Here is my OBJ File: https://mega.co.nz/#!4FsWQSyZ!FSG9FA0ivw6jcIGgF3nIlkh-Emx902ofyeZhDlCsHSs I hope you can help! ss7
-
Hello, I tried it with Triangulate Faces, but the issue is still there. Yes, i registered the renderer and no there is no output in the console during launch or placement of my block. ss7
-
Hello, I'm having problems with rendering a .obj. It's being rendered, but not correctly. Here is a screenshot of what i mean (the funny thing is that the block doesn't even render after i take a screenshot): http://i.imagebanana.com/img/5zvdynpm/20131008_16.39.52.png[/img] I've just created a new project in blender and directly exported it to obj with this settings (someone posted this settings on the forum here): Selection Only [ ] Animation [ ] Apply Modifiers [X] Include Edges [X] Smooth Groups [ ] Include Normals [ ] Include UVs [X] Write Materials [X] Triangulate Faces [ ] Write Nurbs [ ] Polygroups [ ] Objects as OBJ Objects [X] Objects as OBJ Groups [ ] Material Groups [ ] Keep Vertex Order [ ] Here is my model class: Unfortunly the site of Minalien is under construction and i can't find the old blog post. At the TESR i'm just using: to render the model. And my block class has this in it: I hope you can help me! ss7
-
Thank you very much! ss7
-
Hello, I can show you the code of the chest to dispense it items when it breaks, maybe that helps you a little bit. ss7
-
Hello, Yes i did that, as i updated to 1.6.4. I reinstalled forge and moved my src folder. ss7
-
Hello, Should i change the item's age only on the server side or client side or both? ss7