Everything posted by Mazetar
-
New location to place the textures? {1.6.2}
http://www.minecraftforum.net/topic/1878002-161forgeupdating-to-161-texturesinitialization/
-
[1.6] Textures missing - how did I fuck this one up? O.o
I have everything in lowercase already, it's not a bug it's just one of the common things in the programmers world The common standard is for such things to be all lowercase. Thanks for the suggestion, I re-checked all the strings to be sure
-
When Mod Done Textures Not Working When In A ZIP
Change your modid to only lowercase. .zip has a problem with it otherwise
-
Help
whats in mod_DestroyerTools.java's line 59?
-
[1.6] Textures missing - how did I fuck this one up? O.o
Hmm didn't notice, just grabbed the direct link and tested to check it only showed the image (which it does for me) and pasted it here. I'll try to remember to stay away from tinypic in the future, thank you
-
[1.6] Textures missing - how did I fuck this one up? O.o
yeah if I remember the name next time I need it, instead of googling for one to use Bleh I'll go take a break after using forever on this, time to get som AI work done
-
[1.6] Textures missing - how did I fuck this one up? O.o
Hi again! So a quick basic question, and I know there are several tutorials and threads about how it's supposed to be done but I can't find what I'm doing wrong.. From what I can see I'm doing it correctly, of course I'm not else it would have worked, but I just can't spot the error Could someone who ain't blind like me point it out for me? Models import fine, which is located in the "assets\mazlt\models" folder, so I can't for the life of me see why the textures won't work. Screenshot from eclipse showing the explorer and block registration. http://oi41.tinypic.com/awrvoi.jpg Project name is MazLearnedThis. ModID = "mazlt" Block textures are located at: "MazLearnedThis\resources\assets\mazlt\textures\blocks" I register the blocks icon by to (modid+":filename") as you can see in the image above. So any suggestions?
-
[1.6.2] Custom Sound (SOLVED)
also @Init, @PreInit etc. are replaced by @EventHandler for all three places inn the main mod file.
-
[1.6.2] Custom Sound (SOLVED)
Thank you for coming back here and sharing you're solution! I haven't tried to do this yet but now you saved me for quite a lot of frustration and struggling. I'm also going to be using this to create a text I can direct others to for help. Thank you!
-
[1.6] Hooks for horses?
Open Eclipse, Ctrl+Shift+T then enter the name of the class you are looking for. Then you should be able to find it Or just look trough the packages by yourself it can give you a lot of valuable insight
-
Forge Installer not doing anything
This guy had the answer I believe. Damn loordgek why didn't I jump at that when he said CMD, damn I'm slow today Edit: Ah great there ya solved it, have fun then
-
Forge Installer not doing anything
And how would we know that, you never said that in you're post And even so you could just add win8 to the search and find it. The problem is that windows is opening it as a cmd program instead of JRE. So ya just need to right-click and set default program to the Java Run Time thingy or however you do it in win8.
-
Forge Installer not doing anything
With still here I assume you mean between driving from work and now preparing dinner while I now and then check the forums? then yeah I'm here.. As for your problem, I'm checking the latest installer myself atm.
-
Forge Installer not doing anything
Download the installer instead. The universal is not really meant to be used that way anymore. As stated by the dev team earlier. I recommend that you watch the above linked video for a 100% fool proof way of getting your forge to work Download the installer for the version you want and follow along the video Edit: you posted as I hit reply, well try a different build then. But if it launches the command line, that's odd..
-
Forge Installer not doing anything
Okay, I'll try again then What JAR did you download, the Installer? (The one from the video above). When you start minecraft without forge, does it work at all? can you play minecraft?
-
Forge Installer not doing anything
If it's the installer you have downloaded? then it should work just clicking it. Does normal Minecraft work for 1.6.X unmodded? Also if you are having other problems, this might help when it comes to using the installer: 1.6.X Install video:
-
Schematics
it's his mod as he said. Also you could see if any of the schematic API's work. http://www.minecraftforum.net/topic/1204595-144-elconquistadors-mods-schematicapi-updated-to-144/
-
Custom Collision bounds for imported model?
If I have to use a dummy block for each I guess I can create a block which uses a TE to store the bounds, then I can use one block type for all different configurations and make my model's TE/OnPlaced method configure them.. But if there's a simpler way, that would be quite convenient
-
Custom Collision bounds for imported model?
Hello again! I'm trying to toy around with imported models and so far so good, except that I can't figure out how to get the collision box to work nicely. The model takes up more space than 1 block, it's 3wide by 1 long by 0.75 tall. And I'm trying to create some collision bounds for it, but so far I have had no luck. Last attempt was modifying the block class with this: @Override public AxisAlignedBB getCollisionBoundingBoxFromPool(World w, int x, int y, int z) { return AxisAlignedBB.getBoundingBox(-1.5F, 0.0F, -0.0F, 3F, 0.75F, 1F); } Before this I tried using the positions +- the offsets but that didn't give any effect. I KNOW that I'm way out on the fields with this one.. Could anyone give me some directions to get me back on the road again? I read somewhere that I would have to create dummy blocks with whatever collision bounds I wanted in order for it to work, is that true or can I somehow create collision bounds which extends beyond a single block?
-
Creating my own RenderType
You said it you're self earlier:
-
Initializing game java.lang.NullPointerException [1.6.1]
As you could ser the last crash was a different one Also I bet you saw how frustrating and time consuming they where for you, while I for one solved the first by one brife look at the error. Therefore I recommend following this course: http://see.stanford.edu/see/courseinfo.aspx?coll=824a47e1-135f-4508-a5aa-866adcae1111 It will make you learn all the basics and that WILL save you time and frustration <3 Ps: the link above is free, it includes ALL handouts and assignments given in the real course along with old exams and their own version of the eclipse ide used in the course!
-
[1.6.1]Multiple BLock Structure
not sure what you mean, do you mean how the dummys must be placed? I guess that would be inn the method which checks if it can be made into a valid multiblock?
-
Initializing game java.lang.NullPointerException [1.6.1]
If you look at the stack trace you see this line: at beelzaboss.aerialcraft.mobmodel.CorruptedZombieModel.<init>(CorruptedZombieModel.java:22) Look at the last part: CorruptedZombieModel.java:22 Theres the filename and the line number of the error. Okay lets look at the file l22: head.mirror = true; l23: head = new ModelRenderer(this, 0, 0); l24: head.addBox(-4F, -8F, -4F, 8, 8, ; Can you see why line22 would trhow a null pointer exception here? EDIT: Just wanted to add, this is an error with techne's file generation.
-
If item exists then add recipes
can't you just loop trough all items and if != null check if item.name == whateverTheNameIs then add the recipe?
-
What are the rules/specifications for .obj one can load into minecraft?
Hello! I'm trying to get my .obj models into minecraft, or rather I try to get some simple concepts into my mod before I start working on the real deal. So far I only get some of my them into the game without crashing. It seems that there are some stuff that minecraft simply does not like.. So before I start spending countless hours on creating models I'd like to know what are the constraints? What are the rules I need to make sure the .obj follows, so that it can be imported?
IPS spam blocked by CleanTalk.