Everything posted by kitsushadow
-
SOLVED TileEntity Not Recalling Data when logging back in
How do i change the NBT of the tileEntity then from the block class? do i need to declare a NBTTagCompound nbt = new NBTTagCompound();
-
SOLVED TileEntity Not Recalling Data when logging back in
Read The Below to understand Solution BLOCK Class TILE ENTITY Class
-
Model Lighting
Happy New Years, I have this block and no matter what I do. I can't get the lightning to normalize across all the faces. Id would also be happy if it shaded downwards across all the faces. But my preference is for uniform lighting from all sides. There is a whole slew of things I tried thats commented out in the code.
-
Multiple Bounding Boxes for one block problem
Currently trying to make 5 bounding boxes for a single block. So that the bounding box has the shape of the block. Not sure y but the block is always taking the last bounding box added in addCollisionBoxesToList() i tried multiple things i read in this post but nothing is working. Here is a picture of the block and the code Here is a picture of the blocks.
-
Changing Model Texture per Instance of TileEntity instead of all TileEntities
Yea, Draco i think i'm gonna need it spelled out a little more =/ I've been beating my head at this for two days now. I might not thinking as clearly as usual. I tried using a getTexture method but its not writing the texture from the TileEntity class I really dont know anymore. The only solution i can think of is making a different block when the filterItem is used on the sandFilterBlock. But that shouldn't be necessary.
-
Changing Model Texture per Instance of TileEntity instead of all TileEntities
Im half following you here. Should I put the getterMethod in the SandFilterRenderer renderBlock() ? Also when i do get the texture to bind do i use the FMLClientHandler.instance().getClient().renderEngine.bindTexture(TEXTURE); to bind it. Or should i set the texture another way?
-
Changing Model Texture per Instance of TileEntity instead of all TileEntities
Hi, I have a block with a single model and two textures. One texture is for when the slot is filled with an item. The other is for when the slot is empty. When i try to change the texture resource location for the model it changes the textures for all the blocks. I tried a packetHandler but it seems that changing the resource location inside the Renderer is only ever going to change all the blocks. Here is my renderer class without all the different attempts. Please leave your suggestions or solutions Thank You
-
Add NEI to my dev environment
https://github.com/MinecraftForge/ForgeGradle/wiki/Dependencies read that, still not working and i really have no clue what im doing in the gradle.bat file more over i dont think the the jars are getting deobfuscated
-
Add NEI to my dev environment
can u explain what the maven dependency is? not sure what ur referring to
-
Add NEI to my dev environment
code chicken core is already added in the libraries
-
Add NEI to my dev environment
ive added chicken core and NEI into libraries as external .jars when i try to run minecraft i get this error sidenote: spoiler not working atm [19:28:52] [main/INFO] [FML]: Managed to load a deobfuscated Minecraft name- we are in a deobfuscated environment. Skipping runtime deobfuscation [19:28:52] [main/INFO] [FML]: Found a command line coremod : codechicken.nei.asm.NEICorePlugin [19:28:52] [main/WARN] [FML]: The coremod codechicken.nei.asm.NEICorePlugin does not have a MCVersion annotation, it may cause issues with this version of Minecraft [19:28:52] [main/INFO] [sTDERR]: [java.lang.Throwable$WrappedPrintStream:println:748]: java.lang.NoClassDefFoundError: codechicken/lib/asm/ASMInit [19:28:52] [main/INFO] [sTDERR]: [java.lang.Throwable$WrappedPrintStream:println:748]: at codechicken.nei.asm.NEICorePlugin.<init>(NEICorePlugin.java:18) [19:28:52] [main/ERROR] [FML]: An error occurred trying to configure the minecraft home at /home/kitsu/Development/forge-1.7.10-10.13.2.1236-src/eclipse/. for Forge Mod Loader java.lang.NoClassDefFoundError: codechicken/lib/asm/ASMInit at codechicken.nei.asm.NEICorePlugin.<init>(NEICorePlugin.java:18) ~[NotEnoughItems-1.7.10-1.0.3.68-dev.jar:?]
-
Share a boolean between all clients
Im unfamiliar with iextendedproperties. I see the registerExtendedProperties (String, IextendedProperties) how do i attach the boolean as a property. Also is that all i have to do is just player.registerExtendedProperties(String, IExtendedProperties); A link to an explanation would b alright to if its to much to type. Thanks for the help so far
-
Share a boolean between all clients
But Steve, Jane, and Boris need to know to render the inUseShield Model and not the idleShield model. Is that what your suggesting? and if so, how would I go about saving it to the player. Example Rexplained Tom uses his shield --> shieldUse boolean = true; --> new rendering is used for the shield model (problem) Tom sees the update model, Steve, Jane, and Borris dont see the updated model until one of them use their shield.
-
Share a boolean between all clients
I have a boolean that is set by a player when they use my shield. This boolean is used to determine the type of rendering for the shield(shieldInUse or shieldIdle) The problem im having is that when a player uses the shield, other players don't receive the shieldInUse flag. Unless they use their shield. Which to me means that the clients are NOT communicating the status of their shield to other clients. I believe that a PacketHandler may solve my issues but i'm unsure since i've never used or made a packet handler b4. Any suggestions or ideas would be great. Thanks
-
SOLVED: CustomEntityArrow Not Rendering Correctly
THANK YOU SO VERY MUCH!!!! SAVED THE DAY lol I'm gonna do a little bit of fixing now so the arrow renders in the right position for north, south, east, west, up, and down. Thanks Again
-
SOLVED: CustomEntityArrow Not Rendering Correctly
Hi, when I shoot my bow and hit a target at close range the arrowEntity gets rendered incorrectly. However, when i save/quit Minecraft and Log back in again ; the arrows are in their appropriate places. Here is a video to better show the problem. http://www.twitch.tv/kitsushadow/c/5519317 Here are my classes pertaining to the bow and arrow. Thanks In Advance! ItemLongbow EventHandler ItemRendererLongbow EntityModelArrow ItemRendererModelArrow
-
[SOLVED] Import .obj to my mod
i changed those after i posted my code, woops =p
-
Custom Book Wont Open
Still lookin for help with this one =p
-
[SOLVED] Import .obj to my mod
Got It all working, thnx a lot for ur help spoiler is broken again so package com.kitsu.medievalcraft.renderer; import org.lwjgl.opengl.GL11; //import com.kitsu.medievalcraft.models.Model; import com.kitsu.medievalcraft.item.weapon.ItemWoodenShield; import net.minecraft.client.Minecraft; import net.minecraft.entity.Entity; import net.minecraft.item.ItemStack; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.IItemRenderer; import net.minecraftforge.client.model.AdvancedModelLoader; import net.minecraftforge.client.model.IModelCustom; public class ItemRenderWoodenShield implements IItemRenderer { public static final ResourceLocation WOODEN_SHIELD = new ResourceLocation("kitsumedievalcraft:models/woodenShieldObjectTriangle.obj"); public static final ResourceLocation woodenshield = new ResourceLocation("kitsumedievalcraft:models/woodenshield.png"); public IModelCustom model = AdvancedModelLoader.loadModel(WOODEN_SHIELD); @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { switch(type) { case EQUIPPED: { return true; } case EQUIPPED_FIRST_PERSON: { return true; } default: return false; } } @Override public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item, ItemRendererHelper helper) { return false; } @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { switch(type) { case EQUIPPED: { GL11.glPushMatrix(); GL11.glScalef(0.875F, 0.875F, 0.875F); //ANGLE, X ROTATE, Y ROTATE, Z ROTATE GL11.glRotatef(270F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(10F, 0.0F, 0.0F, -1.0F); //GL11.glRotatef(30F, 0.0F, 0.0F, 1.0F); GL11.glRotated(90, 1.0, 0.0, 0.0); GL11.glTranslatef(-0.35F, -1.5F, -0.55F); Minecraft.getMinecraft().renderEngine.bindTexture(woodenshield); model.renderAll(); GL11.glPopMatrix(); } break; case EQUIPPED_FIRST_PERSON: { if (ItemWoodenShield.woodenShieldInUse == true) { GL11.glPushMatrix(); GL11.glScalef(1.0F, 1.0F, 1.0F); //ANGLE, X ROTATE, Y ROTATE, Z ROTATE //GL11.glRotatef(90F, 0.0F, 1.0F, 0.0F); GL11.glRotatef(0F, 0.0F, 0.0F, 0.0F); //GL11.glRotatef(30F, 0.0F, 0.0F, 1.0F); GL11.glRotated(-85, 1.0, 0.0, 0.0); GL11.glRotated(50, 0.0F, 0.0F, 1.0F); GL11.glRotated(3, 0.0F, 1.0F, 0.0F); GL11.glTranslatef(0.9F, -0.9F, 0.9F); //GL11.glTranslatef(-0.35F, -1.5F, -0.55F); Minecraft.getMinecraft().renderEngine.bindTexture(woodenshield); model.renderAll(); GL11.glPopMatrix(); } } break; default: break; } } }
-
[SOLVED] Import .obj to my mod
I deleted the offending line and were in business. The model isn't rendered in the players inventory or in the first person view but i just need to set that up i think. Thanks
-
[SOLVED] Import .obj to my mod
ok i tried what u suggested im getting a ModelFormatException error now I did triangulate it. Error parsing entry ('o Cylinder.002_Cylinder.003', line 4) ItemRenderer Class Error http://pastebin.com/0i0BgURQ
-
[SOLVED] Import .obj to my mod
I changed the code and im getting a crash that i believe is related to the resource location of the model. my main class https://bitbucket.org/kitsushadow/medieval-craft/src/9e7d6b92fd6b8c54ca335b8a0e71cc987a5dbe66/src/main/java/com/kitsu/medievalcraft/Main.java?at=master My ClientProxy https://bitbucket.org/kitsushadow/medieval-craft/src/9e7d6b92fd6b8c54ca335b8a0e71cc987a5dbe66/src/main/java/com/kitsu/medievalcraft/ClientProxy.java?at=master My Model Class https://bitbucket.org/kitsushadow/medieval-craft/src/9e7d6b92fd6b8c54ca335b8a0e71cc987a5dbe66/src/main/java/com/kitsu/medievalcraft/models/Model.java?at=master My Item Renderer Class https://bitbucket.org/kitsushadow/medieval-craft/src/9e7d6b92fd6b8c54ca335b8a0e71cc987a5dbe66/src/main/java/com/kitsu/medievalcraft/renderer/ItemRenderWoodenShield.java?at=master The Error Im Getting http://pastebin.com/sEVPiNqs
-
[SOLVED] Import .obj to my mod
Think i got the model stuff in the right places but the model is not rendering. Here is what i have so far. Item Renderer Item WoodenShield Model Class Client Proxy
-
Custom Book Wont Open
Bump, still no go
-
[SOLVED] Import .obj to my mod
I checked it out, not sure how to utilize this class though.
IPS spam blocked by CleanTalk.