Mecblader
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Everything posted by Mecblader
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Yes, I made a custom model for my block and basically it is a Tile Entity that renders in the world by using the Model as the base and a texture map. I could post the model code or other code if you would like.
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I am making a mod with many custom rendered blocks and i have been having two issues. One, I don't know if it is a lighting bug or what, but sometimes when I move the player sometimes part of the texture turns black in the game and in the players hand. Two, I have a block that has as texture rendering lighter than it actually is. I would appreciate the help. Thanks in advance!!!
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[Solved] Techne model as block not placed with proper rotation?
Mecblader replied to Whale Cancer's topic in Modder Support
What I would do is put is: This in my Block class: Method: setDefaultDirection(World world, int x, int y, int z) { if(!world.isRemote) { int zNeg = world.getBlockId(x, y, z - 1); int zPos = world.getBlockId(x, y, z + 1); int xNeg = world.getBlockId(x - 1, y, z); int xPos = world.getBlockId(x + 1, y, z); byte meta = 3; if(Block.opaqueCubeLookup[xNeg] && !Block.opaqueCubeLookup[xPos]) meta = 5; if(Block.opaqueCubeLookup[xPos] && !Block.opaqueCubeLookup[xNeg]) meta = 4; if(Block.opaqueCubeLookup[zNeg] && !Block.opaqueCubeLookup[zPos]) meta = 3; if(Block.opaqueCubeLookup[zPos] && !Block.opaqueCubeLookup[zNeg]) meta = 2; world.setBlockMetadataWithNotify(x, y, z, meta, 2); } } Methos: onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entity, ItemStack itemstack) { int rotation = MathHelper.floor_double((double)(entity.rotationYaw * 4F / 360F) + 0.5D) & 3; if(rotation == 0) { world.setBlockMetadataWithNotify(x, y, z, 2, 2); } if(rotation == 1) { world.setBlockMetadataWithNotify(x, y, z, 5, 2); } if(rotation == 2) { world.setBlockMetadataWithNotify(x, y, z, 3, 2); } if(rotation == 3) { world.setBlockMetadataWithNotify(x, y, z, 4, 2); } } This in my Renderer's class: GL11.glPushMatrix(); GL11.glTranslatef((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F); GL11.glRotatef(180F, 0F, 0F, 1F); int i = tileentity.getBlockMetadata(); short short1 = 0; if (i == 2) { short1 = 360; } if (i == 3) { short1 = 180; } if (i == 4) { short1 = -90; } if (i == 5) { short1 = 90; } GL11.glRotatef((float)short1, 0.0F, 1.0F, 0.0F); this.bindTexture(texture); GL11.glPushMatrix(); this.model.renderModel(0.0625F); GL11.glPopMatrix(); GL11.glPopMatrix(); Don't just copy and paste actually learn from this. Also you may need to edit some of the numbers and variables here. -
That tutorial is the best, it made making Connected Textures Really Easy lol!
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Wow looks like the dud that gave made me the code, gave me the code from this tutorial. (Why didn't he just give me a link to the tutorial. lol!) Thanks for the help everyone!
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Basically I would like to know, how to set up the textures using this code because i have tried and failed, but i 'm hopping someone can help me.
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I don't have any errors say that I'm missing a texture. Any other ideas?
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Thanks now i understand what the code does, but would I use the glass textures in Optifine, but re-texture them because I did that and I'm getting dark magenta and black squares on some sides or is there something more obvious that I'm missing.
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I am making a mod that has a variety of items and blocks. I need to use connected textures for one of the blocks, I have the code that someone gave me, but I don't know how to make the textures for them. I tried using the glass textures in Optifine, but I'm just getting the missing texture texture on random sides and the textures aren't lining up right. I got this code from another modding help site, that I unfortunately don't have the link to. One person just posted the code, but didn't explain how it works and he/she didn't even point in the right direction, so that I could figure it out myself. I would appreciate it if someone would tell me how to create the textures with a diagram, video, or even just explaining it in text format. Thanks in Advance PS: Sorry for my bad English, it is not my first language. Code for my block class: http://pastebin.com/wAZUpkFz
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Hello, i am making a custom furnace in my mod and I have completed it, but i keep getting an error saying: 2013-11-09 18:30:08 [WARNING] [ForgeModLoader] A mod tried to open a gui on the server without being a NetworkMod I have looked at many tutorials about making custom furnaces and custom guis, but i have not bee able to fix the problem. I would appriciate it if someone could help me figure this out. My main mod class(please let me know if there is anything else that is needed to figure this problem out): package mod.xtronius.bc_mod; @Mod(modid = Reference.MOD_ID, name = Reference.MOD_NAME, version = Reference.VERSION) public class bc_mod { @Instance(Reference.MOD_ID) public static bc_mod instance; public static bc_mod instance1; @SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS) public static CommonProxy proxy; private IGuiHandler GuiHandler; public static Block TestGui; public static int TestGuiID; public static Block TestGuiIdle; public static int TestGuiIdleID; @EventHandler public void preInit(FMLPreInitializationEvent event) { Configuration config = new Configuration(event.getSuggestedConfigurationFile()); int idI = 4000; int idB = 4000; TestGuiID = config.getBlock("TestGui", idB++).getInt(); TestGuiIdleID = config.getBlock("TestGuiIdle", idB++).getInt(); config.save(); } p } @EventHandler public void init(FMLInitializationEvent event) { TestGuiIdle = new TestGui(TestGuiIdleID, null, false).setUnlocalizedName("TestGui"); TestGui = new TestGui(TestGuiID, null, true).setUnlocalizedName("TestGui"); LanguageRegistry.addName(TestGui, "TestGui"); GameRegistry.registerBlock(TestGui, ItemBlock.class , "TestGui"); GameRegistry.registerBlock(TestGuiIdle, ItemBlock.class , "TestGuiIdle"); GameRegistry.registerTileEntity(TileEntityTestGui.class, "TileEntityTestGui"); } @EventHandler public void postInit(FMLPostInitializationEvent event) { proxy.registerRenderInformation(); proxy.initSounds(); GuiHandler guihandler = new GuiHandler(); } public bc_mod() {} }
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Hello, I am making a mod that adds various metals and gems. I am not that good at making textures(even 16 by 16 ones) So I'm looking for someone who may what to create textures for me, without a catch. You will get credit in the mod for making the textures though!!! Plus you will most likely get to beta test the mod when it is done.(if you want to because it is not the most impressive of mods, i am very noobish at making mods so no guaranties that is will turn out good and that you textures will be used, but that is part of the learning experience. So... yeah..) I will really appreciate the help! Thanks in advance Email:[email protected] (please don't troll and spam this email) PS: Sorry that it is a lot of textures and I'm going to use the UnlocalizedNames for the stuff, it would be appreciated if you name them using the names.(Even making some texture are appreciated) Blocks: blockTungstenOre blockOsmiumOre blockIridiumOre blockTitaniumOre blockRhodiumOre blockPalladiamOre blockPlatinumOre blockNickelOre blockBronzeOre blockBrassOre blockCopperOre blockAluminumOre blockSilverOre blockZincOre blockTinOre blockLeadOre blockRubyOre blockSapphireOre blockTopazOre blockEmeraldOre blockAquamarineOre blockBerylOre blockSmokyQuartzOre blockQuartzOre blockAmetrineOre blockKunziteOre blockAmethystOre blockJasperOre blockAxiniteOre blockOnyxOre blockSunStoneOre blockMoonStoneOre blockOpalOre blockApatiteOre blockAzuriteOre blockAmberOre blockPearlOre blockTungstenCarbide blockTungsten blockOsmium blockIridium blockHardenedSteel blockTitanium blockRhodium blockPalladiam blockPlatinum blockSteel blockNickel blockBronze blockBrass blockCopper blockAluminum blockSilver blockZinc blockTin blockLead blockRuby blockSapphire blockTopaz blockEmerald blockAquamarine blockBeryl blockSmokyQuartz blockQuartz blockAmetrine blockKunzite blockAmethyst blockJasper blockAxinite blockOnyx blockSunStone blockMoonStone blockOpal blockApatite blockAzurite blockAmber blockPearl ingotTungstenCarbide ingotTungsten ingotOsmium ingotIridium ingotHardenedSteel ingotTitanium ingotRhodium ingotPalladiam ingotPlatinum ingotSteel ingotNickel ingotBronze ingotBrass ingotCopper ingotAluminum ingotSilver ingotZinc ingotTin ingotLead gemRuby gemSapphire gemTopaz gemEmerald gemAquamarine gemBeryl gemSmokyQuartz gemQuartz gemAmetrine gemKunzite gemAmethyst gemJasper gemAxinite gemOnyx gemSunStone gemMoonStone gemOpal gemApatite gemAzurite gemAmber gemPearl
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Block Drops Item According to Unlocalized Name?
Mecblader replied to Mecblader's topic in Modder Support
I'm not using meta data due it's limitations, is there another way. -
Hello, I have been making a mod that has many ores, metals, and gems. Instead of making many classes for each individual gem block to drop that specific gem, is there another way that is in forge to have one class file for a block that drops a specific gem according to the block that is broken(if possible using the UnlocaizedName), or would i have to make a class for each block and tell it to drop a specific item. If it is possible, please give example code or explain semi-thoroughly. Thanks in Advance PS:Sorry for the inconvenience of the example and explanation. I am very new to making mods and i would appreciate the explanation.
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Simple Question- Block Dropping Multiple gems Question
Mecblader replied to Mecblader's topic in Modder Support
sorry but i didn't under stand that clearly, could you explain that again or give me an example of what you mean. PS: Sorry for the inconvenience, English is not my first language. -
Hello, I have been making a mod that has many ores, metals, and gems. Instead of making many classes for each individual gem block to drop that specific gem, is there another way that is in forge to have one class file for a block that drops a specific gem according to the block that is broken, or would i have to make a class for each block and tell it to drop a specific item. Thanks in Advance