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Mazetar

Forge Modder
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Everything posted by Mazetar

  1. Still you no doubt understand his reply, i hope:) I guess you only have to dig deeper into Minecrafts source and figure out how the camera works youself.
  2. Search for sub blocks, thats the real name for what you call multiblock. Multiblock is nowdays mostly used about structures which has several blocks but act as one There are methods to get icons based of side and the metadata, using those and a Icon array should lead towards it working
  3. At the same place as you check for a ridet inn the entity, check to see if the world.isRemote and only let the block of code get run on the CLIENT side. The crash is because the server can'tread the key input line, it has no understanding of it and crashes. I'm still at work so I can'tgo into detail on the other things, but understand and fix this issue first
  4. If you are new to modding and programming, then I would recommend that you start with spending a few days getting familiar with basic oop programming concepts And then start a bit simpler, after that go into TE's and rendering models from techne or check out minalien.com for a .obj import tutorial to get models from 3D studios like blender into the game
  5. Have you tried overridng the other texture related method's like getIcon?
  6. set a breakpoint at the line which calls you're GUI and see if it's called at all?
  7. Mazetar replied to sci4me's topic in Modder Support
    You're on Linux, find/create a fix for techne w/wine Then share it with everyone and problem solved, techne can be used easily on linux. but OT: I guess this all means you got a solution to the thread then and all is well?
  8. Mazetar replied to sci4me's topic in Modder Support
    I can't see this taking more time than it took to create the model itself? But if you don't want to texture it, but for it to be complete you must at least spend some minutes uv-mapping it.
  9. Mazetar replied to sci4me's topic in Modder Support
    @OP: I'm sure you will get a faster solution to you're blender problem if you asked someplace where people familiar with blender hangs out? searching for some info revealed this one guide which makes it seem quite simple to do, I haven't used Blender but that seemed easy to do compared to what I had to do inn other modelers: http://en.wikibooks.org/wiki/Blender_3D:_Noob_to_Pro/UV_Map_Basics
  10. Well as I said for the texture changes with 1.5 see the link, the rest is mostly the same. Since you indicated that you had been away since 1.4. Rendering of overlays is unchanged I believe, so if you knew it inn 1.4 you know it now. Old tutorials still work if there are any. oh, do a search for "overlay" on these boards! I believe you should find the old thread where reika and the others where talking about how to implement it I bet that will be a good read for ya ^^
  11. Mazetar replied to sci4me's topic in Modder Support
    Khm... Is that not good enough? You have Wine. Lovely reply <3
  12. If you create a model from techne and export it to java then all it's parts will be of type ModelRenderer. So if you open the class ModelRenderer inside eclipse you can see that variables for it's rotation point's offset are all public and can therefore be changed by the main model class or by other methods Read the ModelRenderer.java file, I think it will answer you're questions better than anyone else can
  13. http://www.minecraftforum.net/topic/1722368-15-icons-and-block-textures/ Sums up the changes to Item's and Block's texture handling. All sprite sheets are gone. For entity's, GUI's and Overlays etc. it's more or less like earlier.
  14. Missed that when I glanced at his code. I've done that before. Everyone has I didn't see this when I glanced at the code just now via my phone.. I blame the tiny screen <3 Getting code-blind on your own code is quite common, that's the reason why I haven't solved my problems myself like 80% of the times I have asked for help here ^^
  15. Okay a few questions: 1. What is the purpose and reasons for these variables? - field_102010_d - field_102011_e - field_102009_f - field_94130_e ( You should consider renaming them to something relevant to their purpose ) 2. Line 421 "return GameRegistry.getFuelValue(par0ItemStack);" Will make it return values for other things than you're polish thingy, if that's not intended make it return 0; 3. You should rename the flag & flag1 variables of the updateEntity() method, the names are meaningless. 4. Looking into your update call, step by step it goes like this: - Calls canSmelt() |- Checks that slot 0 & slot 3 are not empty. |- Gets the ItemStack from smelting the items inn slots 0(input) & 3(input). |- Checks that slot 2 can contain the resulting item if there was one. - If it's burning, then reduce gemcutterBurnTime. - Check to make sure it's server side. - If it's not burning but canSmelt() still returns true - Get the burn time of item inn slot 1(fuel) and set currentItemBurn time to that. - Check that we are now burning. - Set flag1 to true; - Check if there are fuel left, and decrease the itemstack size. Does your code function upto this point? does it to as expected? how is the canSMelt() working? does it give the correct result? does the getItemBurnTime() return the expected values?
  16. It does'nt work tells me nothing What is it that ain't working as it should? What do you expect to happen? What happen's instead?
  17. That would be the functions to save and load nbt data as mentioned inn the above linked text:)
  18. I didn't get what your answer had to do with my question about tesselation? Also do you have any idea of the lagg introduced by using TEs compared to what system you are wanting to invent? What error / performance hog inn TEs do you know off shich your system whont have?
  19. Oh and one more thing: Original problem solved then New problem you want to use gl11 but not use tesselation? I understand the question but.. Why?
  20. Just my two cents: You don't need to exentd blockContainer to have a TE. Just override the has TE and getTE methods.
  21. Does the beacon lower light levels around itself?
  22. No you can change base classes without being a core mod, nothing prevents you from doing it. However if you wish to be compitable with other mods, you must never modify the source files even if you are a core mod! What you( redria7) describe above is one of the things you can do using the ASM lib which you get access to as a coremod. But asm does NOT edit the source code/files off baseclasses. It's what makes it so usefull Asm changes the bytecode of the files at Runtime, doing all the changes inn RAM leaving the base classes unchanged.
  23. Create your own thread mate, just take the post u made above and make a new thread That way we can focus on you alone there and not mix up problems When you create your new thread remember to post code at www.pastebin.com And set syntax highligthning to Java - this way reading youre code will be super easy = faster help <3
  24. http://files.minecraftforge.net/minecraftforge/minecraftforge-javadoc-1.5.2-7.8.0.684.zip The java docs, also you can check the source code?
  25. Try getting the theoretical stuff down on paper, write everything down. Then look at each part of the problem and try to break it down into smaller problems. Maybe each part has it's own class which gets called by the body? Then each part got the responsibility to render itself according to the parameters? Why not? What problems do you see?

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