Jacky2611
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Everything posted by Jacky2611
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I just tried to upload my new modding project to github. After a few tries i got everything working. I used gradlew setupDevWorkspace and gradlew eclipse and imported everything in eclipse. Then i created a new github rep, shared my project via egit(an eclipse plugin, i already configured my personnel data), pushed it to my new rep, and its ONLINE! I can write code, upload it, open the lang files and pngs, BUT i can't open the minecraft and fml classes. Whenever i try to open them it tells me that that i have to append a source first. I already tried to run gradlew again, still not working. Any ideas how to solve this?
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That looks intersting. I would really appreciate a tutorial on the wiki. Just wondering, what is the following line used for? this.setParticleTextureIndex(32);[/Code] Do i have to register my particle-image in a TextureIndex with an id? EDIT: Just read Draco18s' Class, why don't you simply overwrite the renderParticle class and use a Tessellator like him? The only thing I am unsure about is whether you have to register this in your main class or in your ClientProxy.
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wow, thats awesome. Guess this should answer most questions.
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Ah, Yeah. I did that a while ago. I will try to post something useful in a few hours when i am back home. But flying? sounds awesome. What kind of mob are you trying to create? (I? out of ideas for my own mod? Nooo way ;P )
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I would use an Item Crafted event after you have registered the standard crafting recipe: This is what i use in my mod. But be aware that i wrote it 5 months ago in not more than 10 minutes, so its definitely not resource saving and most likely i ignored the java coding conventions. (But hey, it works)
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Ok, i will try that. But maybe i should wait for a stable 1.8 build until I continue ti develop my mod. Apparently i will have to rewrite every position related thing.(And my mod is based on teleporting structures....)
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Ah, thx. I thought i had to look somewhere in the Server config.
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But you could still run out of dungeons(sooner or later) I believe that something like mystcraft would be a better solution "procedural dungeon-dim generation" . This could also solve some compatibility problems. Imagine someone develops a mod with diseases and other highly dangerous things that are capable of destroying an entire dimension in a few minutes. (Believe me, some totally crazy modders actually add stuff like that to their mods) Maybe you should try to get the source code of the Aether 2 mod. I believe they have a dungeon system that fits your needs.
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Ah, sorry,i never used the rf api. But why don't you switch to Universal Electricity? Its compatible with nearly all big tech mods and i believe i have seen some really good tutorials for it a few months ago.
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Three words: Blocks and Items It looks like you will need 3 files for the texture and model of blocks in 1.8. Believe me, there is nothing more frustrating than hearing how block models are handled in 1.8 right after you finished coding an highly complicated TESR.
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Hi! After a long break i finally continued to develop my mod. Everything is working out quite nicely but now i have a few questions i need to be answered before i can continue. 1 are mob nbt tags automatically synced? I remember vaguely that i had to manualy sync some tile entity data but i am not sure if its the same for mobs. If so is there an easy way to do this without having to rely on netty (don't want to add it for just this one thing)? 2 How would i create a mob that can't be pushed around by other mobs, players and pistons? 3 What is the best way to keep a player/mob at the exact same place and to block any actions? I believe tp him over and over again to the same cords could make the server a bit laggy 4 What would be the easiest way to create a clone of a player? 5 Can i use the following code to "revive" a player in mp Hardcore? I never actually played hardcore bevor 6 How exactly can i figure out if my mod is running on a hardcore server? I would really appreciate it if someone could help me with these problems. Jacky
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Minecraft.getMinecraft().... is client only. Where did you put this code?
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[1.7.10][SOLVED] Problems with custom item renderer
Jacky2611 replied to Jacky2611's topic in Modder Support
if(Keyboard.isKeyDown(Keyboard.KEY_K)){ System.out.println("NOW OPENGL DEBUGING"); OpenGLdebugging.dumpAllIsEnabled(); } This solved it! Thx a lot! After comparing the two outputs using Kaleidoscope i just had to enable(and disable) GL11.GL_ALPHA_TEST and everything worked. -
[1.7.10][SOLVED] Problems with custom item renderer
Jacky2611 replied to Jacky2611's topic in Modder Support
@jeffryfisher: Nah, no core mod. Just a main and a submod. -
[1.7.10][SOLVED] Problems with custom item renderer
Jacky2611 replied to Jacky2611's topic in Modder Support
One of my main problems is that i can't really use the debugger. My mod is split into a core and a submod, so that i can only debug classes that are in my main mod.(and only the empty bottle is in my main mod) But i will give it a try. Oh, and it also works if i hover one of the slots that is bevor my item. And here is my new tesr class, i changed a few thinks to render the inside too: You can find the ItemRenderer in my first post. -
[1.7.10][SOLVED] Problems with custom item renderer
Jacky2611 replied to Jacky2611's topic in Modder Support
Ok, i modified my tesr code (to render the backside) and somehow i managed to get it working. Theres just one last bug left: if the item left to my custom items has no damage bar this happens: -
I recently updated to forge 1.7.10 because i had some small item rendering problems and someone said that they are going to be fixed by mojang in one of the next updates. Well, everything got even worse: This is what my block looks like when its placed down: And this is what it looks like in my hotbar if the first slot is empty. Looks good. But if i open my inventory this happens: I can fix this by either moving my mouse over the first slot while holding an item: or by placing a damaged item or full block in the first slot. Has anyone an idea whats causing this? In the spoiler below is my ClientProxy, itemrenderer and my tesr for the second(empty) item.
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Somewhere i read that you have to add "BossStatus.setBossStatus();" to the living update thing. But i never tested it on my own.
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[1.7.2] Crafting Recipe that accepts ALL potions
Jacky2611 replied to Jacky2611's topic in Modder Support
thx, that solved it -
The title says pretty much all, i want to add a recipe that uses food and any potion. I tried Iterator<Item> itItem = Item.itemRegistry.iterator(); while(itItem.hasNext()){ Item itemFood = itItem.next(); if(itemFood instanceof ItemFood){ GameRegistry.addShapelessRecipe(new ItemStack(itemFood), new ItemStack(((Item)Items.potionitem)), new ItemStack(itemFood)); } } But it only works with a water bottle. Any ideas how to make minecraft ignore the item damage?
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use this.addCollisionBoxesToList(world, x, y, z, bounds, list, entity);
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*sigh* why are all good artists and ai writers already working on their own project? And I have problems with a simple maggot.... Rotation point can be moved in techne: http://www.minecraftforge.net/wiki/Modelling_in_Techne#Making_a_model
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There is one big taboo: Never, absolutely never, ask for code.
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Use something like this: bounds.setBounds(par1, par3, par5, par7, par9, par11) this.addCollisionBoxesToList(world, x, y, z, bounds, list, entity); ...
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you are always overwriting the block bounds and then you are adding an object that has never been modified. But the model looks awesome(mine always look like I used random setting...)