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CJLetsGame

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  1. To load textures: @SideOnly(Side.CLIENT) @Override public void registerIcons(IconRegister iconRegister) { iconBuffer = new Icon[MetaCount]; iconBuffer[0] = iconRegister.registerIcon("MODID:" + TextureName1); iconBuffer[1] = iconRegister.registerIcon("MODID:" + TextureName2); blockIcon = iconBuffer[0]; } To get textures based on meta: @SideOnly(Side.CLIENT) public Icon getBlockTexture(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { return iconBuffer[par1IBlockAccess.getBlockMetadata(par2, par3, par4)]; }
  2. I've just recently gotten back into modding, and tried making a mod to give me more of a challenge in my FTB Monster world. The mod runs fine in my eclipse environment but when I add it to the pack, I get: http://pastebin.com/ANS8y8Es The class ItemIngot is just an extension of Item. Oh, and I'm still developing on 1.6.4 if you couldn't tell when i mentioned FTB Monster.
  3. By having a class that extends EntityZombie and calling that method, you eliminate the call to the super as well. Just call the EntityMob methods then within your method. Thats the best I can think of with what I got from your post.
  4. From experience. I just jumped into modding, learning java as I went. To be fair I had a lot of background with other languages.
  5. This isnt the place for non-forge related questions. This is for people who know java but need help with modding. If you want java tutorials, do some research with google.
  6. Try FBalazs answer, and tell us if the coords print out still.
  7. Meta is passed in with the par2 argument. As for the second part of your post, I dont understand what you are saying.
  8. Dont bump old threads
  9. Blocks are the in-world representation. ItemBlocks are the thing in your inventory. They are the item form of the blocks. Blocks cannot be placed in an inventory, only their item form. NEI also only shows a block's item form.
  10. Actually, your solution is better if since only certain metas of my block have a model... This way I can check the meta and only render the ones that dont have a model.
  11. Blocks are only shown as items in NEI. Technically they are ItemBlocks. There is no way it shows duplicates unless you have it programmed somewhere.
  12. I was aware of that option. I was just hoping I didnt have to do that. Id rather not have to include a blank texture in my assets. It would be nice if there was a way to disable rendering of the block... Ill see what happens when I mess with the render type. EDIT: Solved, changing the render type to -1 disables rendering.
  13. Did you register it? MinecraftForge.EVENT_BUS.register(new YourEventHandler());
  14. Is there any way beside a custom block renderer or a blank transparent texture to prevent the block from being rendered? As it is now, I am rendering a model for my tile entity, but the block also renders.
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