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Degubi

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Everything posted by Degubi

  1. No, I had 5 biomes, but I deleted them(because there's no way to register them in 1.. Also new maps(without any modded worldgen) aren't working too
  2. Don't worry, I'm from Hungary..
  3. recources/assets/letsmodreboot/textures/items recources -- >> resources? CC!
  4. Crash report : http://pastebin.com/FuQtPSZ0 Latest: http://pastebin.com/pmjysEJd Ui: I removed the block model missing things. This error is thrown when I generate a world. All the time. It also crashes when I disable my mod. Reinstalling workspace fixes the issue for about 20 minutes, then it crashes again.
  5. Yes, their fileserver is still down, but you can download a jar on the forums
  6. It's working! Thanks for the lots of help! I hope they'll fix it soon, but it's working perfectly.!
  7. Yes, I have a blockstate file. But when I right click with my block nothing appears in the world. Nothing. Not purple and black block, no collisionBox, nothing.
  8. To make it clear: cauldron is not gone! Check out the cauldron forums.
  9. Maybe yes. It's a bit interesting that Mojang made changes like this. Also, i just made the block render in the inventor. Is there a blockmodel class where i can register my block model file?
  10. Yes. Its for replace magic numbers... I think metadata was easier for modders.
  11. Cool! It's working with items. ToDo: blocks!
  12. From the fml fileserver. http://files.minecraftforge.net/fml/
  13. I suggest to use the Snowball's render file, it just takes an item parameter, and it renders correctly. And you don't need to create a render file, too.
  14. The same... (Explain: I mean under "not working" that the item doesn't have texture{black&purple mess}), but it doesn't prints out missing texture, or no file found errors... Tomorrow i will reinstall my workspace, because I think something is bugging...
  15. Em, i don't have it in my code(sniper that has zooming and crosshairs, used RenderGameOverlay), try without it, if you see errors(something is rendering wrongly) put it to the end. Also use glpushmatrix before the blendfunc, and popmatrix at the end.
  16. I think you have to enable alpha in opengl(GL11.glEnable(GL11.GL_BLEND)), also you have the width and height parameters in the event.resolution.
  17. I still can't make it to work... Client proxy: http://pastebin.com/g6mpR7Gm Main(InitEvent): http://pastebin.com/jx9QkKPS
  18. Register it with registerModEntity, not with global. I use it always.
  19. If you want to change the black thing, override getSelectedBoundingboxfrompool.(something like this...)
  20. Did you register your entity render with rendering reg.? In your client proxy.
  21. I still don't know what am I doing wrong, but It's the same with items...
  22. Main mod file: http://pastebin.com/csVdShwc Block file: http://pastebin.com/VF2f7qug My texture is in assets/testmod/textures/blocks/testblock.png BlockState file: assets/testmod/blockstates/TestBlock.json http://pastebin.com/D4DjkE90 Model(Item+Block) in? assets/testmod/models/(item/block)/TestBlock.json Item: http://pastebin.com/xrJr0ZcU Block: http://pastebin.com/Vfs7arUV
  23. Then I do something wrong... I'll post my code tomorrow because I need to update about 1000 blocks, 200 items and a whole bunch of stuff to 1.8...
  24. No, I had to create a res. pack for the json-s. Because (i think) FML doesn't support the new json modells.(Yet)
  25. Also, should I make a topic in the bug reports/not?
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