
majesticmadman98
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Everything posted by majesticmadman98
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I want to know whether it's possible to create a custom dimension that use vanilla biomes but will use custom ores as well as vanilla in this dimension, but will also be able to spawn custom biomes, and won't spawn vanilla mobs but the custom ones?
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ok i'm not asking for it now as I'd rather try do it myself, but do you have it available that I can see if so required?
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Is it possible to create two of a mob male and female per say, so I have two seperate mobs which are modelled and look male and female, but then in breeding can it be made they can only breed with each other or does the mob have to be the same?
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thank you
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Hey, Just wondering is there a way to set the mob to spawn in all biomes I know how to choose the biomes but I don't really want to have to type every biome out, thanks
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bump
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Hey, I've got 3 problems First how do I rescale a mob in game I tried with GL11 the same way as a block but it didn't like it Second how do I increase the mob hitbox Third the offsets of the model in techne were in the correct places, but how to I make it so when a joint moves everything moves with it, so the shoulders in this case move with the upper and lower arms as well as the 3 fingers on the hand thanks Model Render For building a dimension, I assume you must first create a biome and then build your dimension out of the biome or can you build the dimension as a biome per say, so it would register in the dimension what should be there?
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Custom Mob Texture Issue when in minecraft client
majesticmadman98 replied to majesticmadman98's topic in Modder Support
Yes they are defined, the only thing that wasn't done was the section i said wasnt -
Ok, following a tutorial for custom mobs i get an error in this line of code, the guy says that it's from a previous tutorial but doesn't specify which one, so I'm wondering what do i have to do to get this line to work: EntityRegistry.registerModEntity(entityClass, name, entityId, dma.instance, 64, 1, true); this line of code is from my entity handler, if you want the other code parts I'll stick em up. dma.instance is the part that shows as errored.
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ok my custom block can only be placed in one direction, which is defined in the render class, I want the block to face the opposite way the player is, so firstly the code for this would it go in the block class (as this is where the "block properties" are declared and that the functions of the block are declared) or the render class(as this is where the other block appearance parts go). I think it goes in the render class but don't know. Secondly is the code It's self. I know you guys like to go along don't give code cause it doesn't help. Well could you input the code missing but don't fill it in. so for example GL11.glScaled(x, y, z); block: render:
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I know i Haven't set an item texture for the tool bar, first thing is to get the model to render, then get the model textured then do the icon. I'll have a look at that tutorial thanks
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Never made a custom rendered item before, so I'm trying to use similar method to how a block is done. I've got to a point where there's no errors but the item doesn't render in game it's just a flat item with a missing texture. I think the error is in the client proxy but not sure, thanks in advance. Sorry forgot spoilers Main: Item: Client Proxy: Render: model:
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[solved]texture issues/hitbox alteration[unsolved]
majesticmadman98 replied to majesticmadman98's topic in Modder Support
ok and does this go in the render or the block class -
[solved]texture issues/hitbox alteration[unsolved]
majesticmadman98 replied to majesticmadman98's topic in Modder Support
also whats the method to alter the hitbox size? -
[solved]texture issues/hitbox alteration[unsolved]
majesticmadman98 replied to majesticmadman98's topic in Modder Support
Yay thanks guys Icon and Block are both textured This is the render file im using the texture is now located C:\Users\matt\Desktop\MC MODDING\dma\src\main\resources\assets\dma\textures\models and the texture is "DalekConsole2" -
[solved]texture issues/hitbox alteration[unsolved]
majesticmadman98 replied to majesticmadman98's topic in Modder Support
sorry in my actual code it's but still doesn't solve the texture not loading on the block either -
[solved]texture issues/hitbox alteration[unsolved]
majesticmadman98 replied to majesticmadman98's topic in Modder Support
ok i got rid of the double .png but still no luck with the texture assuming this line controls the icon in the inventory/tool bar is now this and the Icon texture is located at (C:\Users\matt\Desktop\MC MODDING\dma\src\assets\dma\textures\blocks) and is called "DalekConsole2" but still shows up as a missing texture as it can't locate it and the model also won't texture, the model texture is located at (C:\Users\matt\Desktop\MC MODDING\dma\src\assets\dma\textures\models) and is called "DalekConsole2". This line assuming sets the texture for the actual block is now and neither texture can be found, which makes me assume the file path for the assets is wrong to where it's trying to look, but I don't know where these should be. This is the console -
[solved]texture issues/hitbox alteration[unsolved]
majesticmadman98 posted a topic in Modder Support
Hey , I'm trying to add a custom console(lever that's a block) into game, I actually have it in game but it won't texture. My texture is located at C:\Users\madman\Desktop\MC MODDING\dma\src\assets\dma\textures\models. This is the blocks class file (http://pastebin.com/HMhGyMQp) and this is the render class for it (http://pastebin.com/nZhCWJEp). Console output: -
sigh there are days when I wonder what my head does, thanks for that mate. Ok I also figured scaling, Now I assume that the hit box size is defined with the render, so how do I alter the hit box size and how do I get the block to face a direction dependant on the player I can get it to place in a universal angle but i want that if the player faces north the block should face south etc
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about the scaling i found two thing but no sure which one I use as i can't test as my block doesnt seem to register. There is GL11.glscaled(double X, double Y, double Z) or GL.glScaleF(float x, float y, float z)
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Hey, as far as I can tell the block has been declared, registered in game and set up to work as a block. But it does not appear by any means it doesn't show up in the creative tabs and the crafting won't work. So here is all the code relating to the tile entity. Also I know it's possible to scale the Block with GL11 but don't know the physical how to. thanks in advance Main: Block: Model: Tile Entity: Renderer: Client Proxy: Common Proxy:
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oh yeah I see what its done now, it's trying to find "Palm_Log_Side0" not just Palm_Log_Side
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thanks but doesnt really help, normal textures work fine but i can't use a normal texture for a rotated pillar block as the textures change on direction, but i dont think the texture location is actually definied but dont know how to in the pillar class
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ok thats fixed now put texture still aren't working the textures are located:"C:\Users\User\Desktop\MC MODDING\HAT\src\main\resources\assets\hat\textures\blocks" and the textures are called "Palm_Wood_Log_Side" and "Palm_Wood_Log_Top"
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yeah i snipped bits to but on here because i didnt think people would appreciate having to look through this so that's my main class and my log class: which still have the "Cannot initiate" error as above