Jump to content
  • Home
  • Files
  • Docs
Status Updates
  • All Content

  • Advanced Search
  • Existing user? Sign In  

    Sign In



    • Not recommended on shared computers


    • Forgot your password?

  • Sign Up
  • All Activity
  • Home
  • Geforce

Geforce

Forge Modder
 View Profile  See their activity
  • Content Count

    86
  • Joined

    September 6, 2013
  • Last visited

    July 1, 2017

Community Reputation

13 Good

About Geforce

  • Rank
    Stone Miner

Converted

  • Gender
    Male
  • URL
    http://geforce.freeforums.org/
  • Personal Text
    MCF Mapping & Modding moderator.

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Geforce

    [1.9.4] gradlew setupDecompWorkspace :recompileMc failed

    Geforce posted a topic in ForgeGradle

    Hey there, Whenever I try to run setupDecompWorkspace in Forge v12.17.0.2051, I get this error. It doesn't actually tell me what's wrong, so I was wondering how I could fix it. Here's the stacktrace: http://pastebin.com/Bg6eg4Ch Thanks!
    • January 14, 2017
    • 1 reply
  2. Geforce

    [1.8.8] How to render a block with a TESR by using the IBakedModel of another?

    Geforce replied to Geforce's topic in Modder Support

    I just tried removing them, and got the same error.
    • November 13, 2016
    • 10 replies
  3. Geforce

    [1.8.8] How to render a block with a TESR by using the IBakedModel of another?

    Geforce replied to Geforce's topic in Modder Support

    Here's a pastebin link to the code: http://pastebin.com/8bWqKY2r Line 47 is the BlockModelRenderer.renderModel() call.
    • November 12, 2016
    • 10 replies
  4. Geforce

    [1.8.8] How to render a block with a TESR by using the IBakedModel of another?

    Geforce replied to Geforce's topic in Modder Support

    Ah, thanks, that's exactly what I've been looking for! I used some of your code to finish up my TESR. The only thing is that I'm still getting the same crash as before, do you know what's wrong? Code: Crash:
    • November 12, 2016
    • 10 replies
  5. Geforce

    [1.8.8] How to render a block with a TESR by using the IBakedModel of another?

    Geforce replied to Geforce's topic in Modder Support

    Well, I was trying to render it dynamically at first, by using vertexes, WorldRenderer, and the Tessellator to draw the texture of a block. But then I noticed that I had the IBakedModel of the Block I wanted to render as, so I thought that would be easier to use, especially if the block used multiple textures (furnace, grass, etc.). If there is an easier way to accomplish the same thing without using a TESR, please let me know.
    • November 12, 2016
    • 10 replies
  6. Geforce

    [1.8.8] How to render a block with a TESR by using the IBakedModel of another?

    Geforce posted a topic in Modder Support

    Hey there, I made a block with a TileEntitySpecialRenderer, and I want to have it rendered as whatever block is inserted into the TESR block's GUI. I'm currently using the code below, just to try to at least get it working, but it always crashes with this error, also below. I'm not sure if BlockModelRenderer.renderModel() is the correct method I'm supposed to be using here, and if I'm supposed to be using the GL methods as well (eg: pullMatrix(), popMatrix(), etc)? Could someone clear this up for me? Thanks! Code: Crash:
    • November 12, 2016
    • 10 replies
  7. Geforce

    [1.8.9] How to change a Block's texture to that of another Block on the fly?

    Geforce posted a topic in Modder Support

    Hi there, I'm trying to finish up the last release of my mod for 1.8/.8, so I can update to 1.10. I just need to find a solution to this one small problem. I have the Block and IBlockState instances of another type of Block that players insert into my custom block's GUI. How can I change just the texture (only) of my custom block to the texture of the block in the GUI? In 1.7.10, I used getIcon(World, X, Y, Z) to determine what block was inserted into the GUI, and changed my block's texture accordingly. What's the 1.8.8 version of that method?
    • October 9, 2016
    • 2 replies
  8. Geforce

    [1.8+] Using Forge's built-in update checker.

    Geforce posted a topic in User Submitted Tutorials

    Hello everyone, Today, I'm going to show you how to use Forge's built-in version update checker found in v11.14.3.1549 and later. First, create an update.json file. Lastly, add the URL of your newly created file to your @Mod annotation. ...And you're done! If someone uses an outdated version of your mod, Forge will show a download link and changelog for the new version, using the info you've provided. Hope this helps!
    • November 14, 2015
    • 3 replies
      • 1
      • Thanks
  9. Geforce

    [1.8] How to have the screen "zoom" in?

    Geforce posted a topic in Modder Support

    Hey, I'm trying to port my mod from 1.7.10 to 1.8, and I noticed one feature doesn't work in the 1.8 version. In 1.7.10, I can use Reflection to modify EntityRenderer.cameraZoom to have the camera zoom in and out, but in 1.8, that doesn't seem to work. I've made sure I'm modifying EntityRenderer.cameraZoom correctly by printing out the value, and it is actually being changed, but the view doesn't change at all. Does anyone know what I'm doing wrong? Is there some sort of "refresh" method I need to call in 1.8?
    • October 16, 2015
    • 1 reply
  10. Geforce

    [1.8] How to have a certain box in a model constantly rotate?

    Geforce posted a topic in Modder Support

    Hey, I'm trying to add my security camera model from 1.7.10 to 1.8. .java models for blocks are no longer used, so I had to make a .json model for my cameras in 1.8. The model looks fine, but I was wondering, how could I have one specific box (the main camera body, to be exact) in the model rotate? In 1.7.10 with .java models, I could just modify the rotation angles of one of the boxes in my TESR, but it doesn't seem like I can do that now. Would I have to use an ISmartItemModel or something? Here's a video showing the camera from 1.7.10, and how I would like it to rotate: Thanks for reading.
    • September 10, 2015
    • 1 reply
  11. Geforce

    How to enable the mod Disable button in the mod list

    Geforce replied to colinvella's topic in Modder Support

    In your @Mod annotation, simply set "canBeDeactivated=true". Only use this if you're sure you won't harm anything by suddenly disabling it, such as with GUI tweaks or chat mods.
    • August 17, 2015
    • 5 replies
  12. Geforce

    [1.7.10] How to get list of connected players in a LAN world?

    Geforce posted a topic in Modder Support

    Hey everyone, The code I'm currently using to check if a player is online works absolutely fine in multiplayer, but I get a NullPointerException whenever I use it in a LAN world. Apparently, something to do with MinecraftServer returns null when you're using LAN. Could someone help me out? Code: Crash:
    • August 10, 2015
    • 1 reply
  13. Geforce

    How to get an item's recipe?

    Geforce posted a topic in Modder Support

    Hey guys, I was wondering, is there any easy way to get the recipe for a given item/block? I was making a "manual" item that describes all the blocks in my mod, and it'll be nice if I could draw the block's recipe right in the manual's GUI, just like the CraftGuide mod. Any ideas? Thanks.
    • July 21, 2015
    • 1 reply
  14. Geforce

    [1.8] getBlock and setBlock?

    Geforce replied to DaveTheModder's topic in Modder Support

    You can use World.getBlockState(blockPos).getBlock() to get a block, and World.setBlockState(blockPos, yourBlock.getDefaultState()) to set a block.
    • July 15, 2015
    • 6 replies
  15. Geforce

    [1.7.10] How to stop potion effect particles from being rendered?

    Geforce replied to Geforce's topic in Modder Support

    Awesome, setting the amplifier to -1 works like a charm! Thanks everyone!
    • April 21, 2015
    • 9 replies
  • All Activity
  • Home
  • Geforce
  • Theme

Copyright © 2019 ForgeDevelopment LLC · Ads by Longitude Ads LLC Powered by Invision Community