Jump to content

Sgmjscorp

Members
  • Posts

    25
  • Joined

  • Last visited

Converted

  • Gender
    Undisclosed
  • Personal Text
    I am not new!

Recent Profile Visitors

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

Sgmjscorp's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. Oh, well that's both useful and mildly complex. I like it! Thank you very much.
  2. I'd like to start off with what I think is an obvious statement: I am an idiot. I have a bad habit of looking over the obvious and not finding the simple. That being said, I have a block that adapts its color based on the element it is, but I have set it up in such a way that certain colors are brightened and others are darkened based on various events. I used to utilize the getRenderColor(BlockState) function, but it seems to now be missing. I was wondering if there is a way of doing a block coloring without the recolorBlock function as it only takes an EnumDye. (Or a way to trick EnumDye into taking an adaptive color...) Thank you in advance!
  3. Those are generated by Eclipse when bringing in methods from an interface/super/etc. They're considered comments by java's code. I think he knows what a comment is... I guess his point is that you might want to implement them. I don't doubt he knows what a comment is, but I elaborated because I have no idea if he uses Eclipse or not. Also, they are implemented from the MinecraftByExample ( MBE15 ) Model Names and such are registered via AlchItems... I also threw in an addVariantName just to see if it would help, but it didn't...
  4. Those are generated by Eclipse when bringing in methods from an interface/super/etc. They're considered comments by java's code. This just grabs the recorded baked model of the part, this case being the chase. It's returning a model, I know that much, but here's the ModelMapper and Event manager classes. ModelMapper: Event Manager:
  5. Firstly, for anyone wondering, forge version: 1.8-11.14.3.1521 Images and title says it all. For some reason, my Smart Item Model class is no longer rendering the proper textures, and I believe it is related to the forge update to version 1519. Attached is the class code, and the only real change is getGeneralQuads() can be changed from chase to base and it'll render the base properly. (Both have identical JSon's so I know it's not the JSON itself.) In the images, the left is the chase and the right is the smart item. If anyone has any idea what I can do to fix/work-around this it would be greatly appreciated! Thank you!
  6. I got it! It was actually surprisingly simple, if a little tedious. For those who are curious, hunt down the JsonParser class in the dev environment, and remember JsonObject, JsonElement, and JsonArray. Good luck!
  7. Because translations and rotations won't persist with my current item. Individually it would but the design I worked on is a compilation of multiple item models, unless ISmartItemModel has some rotation voodoo I haven't found. As for a JSON file reader, I feel like an idiot now. Thank you! (Will update with results.)
  8. Basically it's going to be a model JSON file for an item, but I want to add in additional data like offsets applied to the modular item it will be a part of. My current system stores this offset separately but I'd like to make it so users can make a JSON and have the internal system update from the file rather than hard-coding everything. This would also allow people to make additional models without needing to make a new mod and still be compatible with the current design.
  9. Hi everyone! I was wondering if there was a way in Forge to pull additional data from a JSON file on top of what Minecraft normally pulls. All of my current searches kept pulling up nada to help me here. Any help would be appreciated! Thank you!
  10. Thank you for answering and pointing me in a direction. Now I shall dive into the depths of silence once again! And maybe come out with a mediocre item! (Got to start somewhere, right?)
  11. Hi everyone! I wanted to poke around and see if anyone knew where/how to handle Modular Item Models. The item I'm considering is going to have 3 required parts and a 4th optional, preferably with 3D models for each individual part. My problem is I have no idea where to start looking at 3D Item models (similar to grav-gun and portal-gun mods) and I wanted to know if anyone else knew where to begin and could point me in the right direction. Many thanks beforehand! -Scors
  12. Thank you, GreyGhost! It was registration, as such I forgot to actually register the alternate textures... registerBakery(), when I did a call hierarchy, had nothing calling it. Thank you, as I doubt I'd have noticed that without your pointing out it was a registration error. Now to try to make the actual item texture change... That's gonna be fun > Thank you again!
  13. It's not an animation, it's supposed to change its texture based on how filled it is, thus why I showed the tooltips in the screenshots as well. I based my code off of animation because that was the closest example I could find to a dynamic texture. I receive no missing texture or missing model messages, and even put in a bit of code to verify that. They load fine! Just not when rendering .-.
  14. Bump-- I've updated to the latest forge version (11.14.1.1336) and it still has the same issues. Any help would be greatly appreciated!
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.