Just one print from the constructor(I forget that I register the render in ClientProxy with MCForgeClient.registerItemRender). Also, I think the problem is that the model is too complicated... 1.2 MB, there are more than 12000 vertices!
For example: If I equip to a sword I want to play a sword sound, If I equip to a bow I want to play a bow sound. Is there a way to do this? Or to detect Item changes? I tried TickEvent, but I think it's not the best choice to do this.,.
Seems like working, but: This is actuatly 2 blocks(has an itemblock which places 2 of them) and I can't figure out how not to render the top's 0th side and the bottom's 1st side.
I have a 2 tall ice block. It renders a creeper inside it. It also uses a TE and a TESR. Is there a way to do it with ISBRH? Because I don't know how to render entities with ISBRH, like texture binding. Or should I just keep the TE?
I think you suggested things that are impossible to be in forge. You have gui overlay event, you have gui open event,. It's not the forge's job to change such things like these.(i think)
Eh, this happens if I'm not English.(I hate this, don't care), also every time I create a new block(register with GameReg) FML injects it's data to the server. I want to "take control" over it, I just don't know how. (Don't misunderstand me, please...)
You have to call setSize() in your Entity's class, in game press f3+b to debug it. e.g after the super(world); setSize(x, z), where x is the width and z is the height of your mob
Solved. It was my fault......
But there's another thing that is happening randomly when I start a map.
CrashRep: http://pastebin.com/CAbHrDuF
Latest: http://pastebin.com/VHw6EPD0