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Eternaldoom

Forge Modder
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Everything posted by Eternaldoom

  1. You need to do something with reflection to add a new IResourcePack to the default resource pack list, but I forget where, what, and how.
  2. Hi, I'm trying to get my metadata blocks to render in the player's inventory. I can get normal blocks to work, and I can get the metadata blocks to work if they are using a model from another block, but they won't display their own models. They render fine in the world. Here's my code: registerItem(oceanstone_bricks, 0, "realmsofchaos:oceanstone_bricks"); registerItem(oceanstone_bricks, 1, "realmsofchaos:cracked_oceanstone_bricks"); registerItem(oceanstone_bricks, 2, "realmsofchaos:chiseled_oceanstone_bricks"); ... public static void registerItem(Item item, int metadata, String itemName) { ItemModelMesher mesher = Minecraft.getMinecraft().getRenderItem().getItemModelMesher(); mesher.register(item, metadata, new ModelResourceLocation(itemName, "inventory")); } I think it has something to do with ModelBakery.variantNames, but I can't find a way to get an instance of ModelBakery.
  3. No, I can see where the button should be, but it isn't there. It's in the Forge, Its Time to Say... post in releases.
  4. Read this: http://www.minecraftforge.net/forum/index.php/topic,22764.msg115304.html#msg115304
  5. Hi, I have noticed that on the Forge forums, I can't reply to some topics (they are not locked). There are replies posted on them by non-admins, but I can't find any reply button. Is this a bug, or is there something I have to agree to?
  6. Here: https://github.com/Eternaldoom/Realms-of-Chaos/blob/1.8/com/eternaldoom/realmsofchaos/blocks/ROCBlocks.java Just copy the registry methods at the bottom. They are similar to ironchest. The problem isn't your block's rendering, it's an FML bug.
  7. That should be automatic. Do you have a block state file? And here's a simple block and item model generator that should make the model files a lot faster to generate.
  8. He said they have FML betas. I recommend downloading that, commenting out you forge code, and updating the rest. That way, when forge is released, you can update quickly. Btw, your mod Essence looks really cool, does it have a website?
  9. Oops sorry its: mesher.register(TestMod.TestItem, 0, new ModelResourceLocation("testmod:TestItem", "inventory"));
  10. Try this: mesher.register(TestMod.TestItem, 0, new ModelResourceLocation("TestItem", "inventory"));
  11. Set the texture to a 16x block texture and the render type to -1.
  12. You have registered the entity, but not the renderer. Update to 1.7.10, 1.6.4 is obsolete and no longer supported.
  13. That worked. It was useNeighborBrightness. Thanks!
  14. Src/main/java/com/eternaldoom/realmsofchaos/water/gen. Look at WorldProviderWater and ChunkProviderWater. Also, look at the main class for how I register the dimension. Please don't copy/paste my code.
  15. It's not forge, it's fml. Forge hasn't been released yet. SetLightOpacity(0) did work, but then the blocks are completely transparent, right?
  16. It only works when you are inside the block, so make the collision box slightly smaller (like a cactus), but have it render as a normal block.
  17. Whenever you register an Item/Block, add its name to an ArrayList. In your client proxy (in init, not preinit), Use GameRegistry.findItem on every String in the ArrayList and: ItemModelMesher mesher = Minecraft.getMinecraft().getRenderItem().getItemModelMesher(); mesher.register(theItem/itemBlock, 0, new ModelResourceLocation(itemName, "inventory"));
  18. The 1.8 version is almost complete! It is missing several features (they are commented out until Forge updates), but most of the mod is updated.
  19. Also, If you want, I can help update this to 1.8.
  20. Your texture is in assets/model but it should be in assets/textures/model
  21. Use a PlayerTickEvent and take the negative absolute value of the players vertical motion.
  22. Hi, I'm updating my mod to 1.8 and noticed that although my stairs and slabs extend BlockStairs and BlockSlab, they make the area above/below them look "shadowed." If I turn off smooth lighting, the area is completely black. Additionally, the faces of the slabs disappear when I place another slab next to them (but a different half). Does anyone know why this is? Is the rendering of slabs and stairs hardcoded into vanilla now?
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