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Everything posted by kiou.23

  1. 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
  2. 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()
  3. when are you calling ItemList.SHUKURYO.get()?
  4. 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
  5. could you post the obj, mtl and json files?
  6. 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
  7. 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!
  8. Thank you! the uv thing is odd, I got the files exported from vectary and it rendered fine in the viewer.
  9. 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
  10. 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
  11. 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
  12. 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
  13. 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
  14. 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
  15. 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
  16. 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
  17. 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
  18. ???? that's not what I said, I explained why what you're doing won't work, and what you need to do
  19. ????? 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
  20. 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!
  21. 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:
  22. https://minecraft.fandom.com/wiki/Data_Pack
  23. 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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