Everything posted by kiou.23
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(1.16.4/1.16.5) How can I put custom 3D items into the head slot of the player (Not with the replaceitem command.)?
if you're on intelliJ, you can triple-shift iirc to open a search bar, then search for the Elytra Layer and you can see it's code. if anything you can just google how to search for files in your IDE wdym? you should create your own layer renderer, and override the render method. you "register" it by listening to the RenderPlayerEvent, and then adding a new instance of it to the player renderer
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Problem with armor creation [1.16.4]
Deferred Registers, well, defer the registration. so anytime before the common setup event, the object won't have been registered yet. what you can do is, instead of giving the enum the item instance, give them a Supplier of the Item. since the RegistryObject class implements Supplier, you can just pass the RegistryObject. then whenever you need the actual item, you call .get()
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Problem with armor creation [1.16.4]
when are you calling ItemList.SHUKURYO.get()?
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How do I play a default sound?
you use World#playSound
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(1.16.4/1.16.5) How can I put custom 3D items into the head slot of the player (Not with the replaceitem command.)?
you can use a Layer Rendererer. check the Elytra Layer for some reference
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1.16.5 Rotate text behind the player's camera.
when you name an entity with a nametag, it has a name that shows up on top of the entity, that name is a text that always faces the player if you look into the code for that, you'll see how to do it
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[Solved] Some faces missing of OBJ model
could you post the obj, mtl and json files?
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Place block client side
BlockItem#tryPlace to place a block item like a player would, note that you'll need a BlockItemUseContext World#setBlockState to place any block, anywhere, which may be simpler. and you can get the block from the block item
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[1.16][Not Solved] need help with OBJ models
yeah, I was just tinkering with the numbers I'm still gonna need to fine tune the translation for some other dispalys, but this already helps!
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[1.16][Not Solved] need help with OBJ models
Thank you! the uv thing is odd, I got the files exported from vectary and it rendered fine in the viewer.
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[1.16.5] Extending the base class of the player and drawing the screen when entering the world or server
there may be a better event, but event should fire when a player joins the world you just need to check if the entity is a player entity, I'd think
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[1.16.5] Extending the base class of the player and drawing the screen when entering the world or server
https://mcforge.readthedocs.io/en/latest/datastorage/capabilities/ Capabilities are a way to store additional data to certain objects, you can create a class that holds the data and behaviour that you want, then register it to the capability manager
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[1.16.5] Extending the base class of the player and drawing the screen when entering the world or server
I'm thinking you can use capabilities. create a clas that has what you want, then attach it to the player with a default value that indicates the player hasn't picked a class yet next you can listen to the EntityJoinWorldEvent, check if the entity is a player and if the value is the default one, if it is send a packet to the client telling them to render this screen, then from the screen you can update the player capability
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[1.16][Not Solved] need help with OBJ models
still won't work for me I updated the repo with the suggestion, can you confirm that what I tried is the same as what worked for you? EDIT: nervermind, it works, I'm dumb the reason why I thought it wasn't working was due to ItemColors returning pure black
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[1.16][Not Solved] need help with OBJ models
I'll try that I didn't think I'd need to since the .mtl and the texture are in the same folder EDIT: did not solve it
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[1.16][Not Solved] need help with OBJ models
still unsolved, I've looked at the code for hours and I have absolutelly no clue what I could do. I'd appreciate some help
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item in hotbar checker (idk how to phrase it)
that's highly incorrect, where did you learn this? "i" is, in this case, a variable defined in the for loop, for each time the for loop runs, "i" will get incremented by one. it is a variable like any other, there's nothing special about it
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item in hotbar checker (idk how to phrase it)
Item Stacks and Items are different things correct, you're not, you're instantiating a new Item Stack and seeing if it is the same as another one, that's not the same as checking if the item from one item stack matches the static instance of the item that you want I shouldn't have too, instance are basic OOP, which you are expected to know in short: any time you use the keyword "new" to create a new variable, you are instantiating a class, therefore: an instance. what the player has in his inventory is an instance of the ItemStack class. what you want (and this is what I said), to check if the Item in the ItemStack is the Item that you're looking for
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item in hotbar checker (idk how to phrase it)
I'm trying to understand what's the difference between using i and I... i seems to accomplish the same thing that I does, logically edit: and ooops, accidentally send it, so I'm going to have to reply point 2 in another message
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item in hotbar checker (idk how to phrase it)
???? that's not what I said, I explained why what you're doing won't work, and what you need to do
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item in hotbar checker (idk how to phrase it)
????? then the Item Stacks would never be the same, since they're different instances, get the item from the player's inventory item stack, and then check if it matches against the instance of the item you want
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[1.16][Not Solved] need help with OBJ models
okay, seems like that should solve some of the problems (although the trial and errors to get the numbers right is going to be a headache...) thanks!
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[1.16][Not Solved] need help with OBJ models
I've got an obj model rendering on an item, however I'm facing three issues: 1- the model doesn't render correctly in the player inventory 2- the model has a face that is missing (the model looks fine in the 3d editor) 3- the model pivot point is weirdly placed when it is rotating on the ground 4- the texture doesn't load and the model just renders all black here's a repo for the mod: https://github.com/jvcmarcenes/dicehoard and here are some images of the problem:
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___ is not a valid mod file.
https://minecraft.fandom.com/wiki/Data_Pack
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___ is not a valid mod file.
you can't just decompile, zip it, and rename it to a jar... that's not how this works if all that you want is to add recipes, you can use datapacks
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