Everything posted by Animefan8888
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[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
Then I believe that your particleTexture field is null when you access it in your constructor.
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[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
And where do you call that at?
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[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
Where are you initializing ParticleManu?
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[1.12] [Solved] Adding Custom Particle Effects with Custom Texture
I'm not sure if you need to create your own IResourceManager for this(I don't really think you do, but I may be mistaken), but you can get a IResourceManager instance like so. Minecraft.getMinecraft().getResourceManager();
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Creating Mirror dimension of Overworld
Then again you could just make a json writer for yourself. I already made a BlockState writer. It does both the forge and vanilla BlockState jsons.
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Creating Mirror dimension of Overworld
No problem. I can't speak for others, but I am on here because I like helping people debug their code and help them with ideas somewhat. So you are not wasting my time.
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Creating Mirror dimension of Overworld
mirrorWorld.getBlockState() Gets from the mirror world. world.setBlockState(...) Sets a blockstate in the overworld Also IBlockStates are singletons so compare with ==
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Creating Mirror dimension of Overworld
if (!world.isRemote) { WorldServer mirrorWorld = DimensionManager.getWorld(id); // Do stuff }
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Creating Mirror dimension of Overworld
It has to be called from your @Mod class.
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Creating Mirror dimension of Overworld
Then you could probably just do DimensionManager.registerDimension(id, DimensionType.OVERWORLD), I am not sure, but that will make the WorldProvider the same so it might.
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Creating Mirror dimension of Overworld
Why? What you explained was that it just needs to load from an original copy of the world.
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Creating Mirror dimension of Overworld
Instead of creating a mirror dimension/World instance, I would say use WorldSaveDatat and the chunk loading event. On a chunks first load load the chunk into nbt and then put that nbt in a Map<ChunkPos, NBTTagCompound(or some other nbt thing)>. Then save all of this in WorldSaveData to the disk. And load it when the world loads back into the map. The map should be static and only changed and accessed on the Server side. Then you can access the Map in your Blocks class and change the Blocks according to the NBT.
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Creating Mirror dimension of Overworld
What is the range of the regen? One chunk the whole world? A couple blocks?
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Adding an Items IBakedModel to a custom Blocks IBakedModel
I have found the fantastic called shapers which is contained in the ItemModelMesher#shapers which I had to get via reflection. i found it by looking at how GuiContainer displays items in the GUI. I then use the information to look up in a blockstate json which I will proceed to store within a map. Now the one last problem I have run into is that for non ItemBlock models I cannot apply a TRSRTransformation. So I post here in hopes that I get an answer to how I can scale it, rotate it, and translate it.
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[1.11.2] Proper Way to Do SubItems Textures Issue
No problem, I'm currently working on a way to get the in code models so I can display them on my Block so I am spending a lot of time crawling around the code, and that in it of itself is requiring a huge amount of patience I never new I had.
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[1.11.2] Proper Way to Do SubItems Textures Issue
ModelLoader was the preferred method since JSON models were introduced. well a little after aka when forge implemented it. The ItemModelMesher is Minecrafts version.
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[1.11.2] Proper Way to Do SubItems Textures Issue
On line 173 of your eAngelusItems class you are using the ItemModelMesher use ModelLoader.setCustomModelResourceLocation instead.
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[1.11.2] Proper Way to Do SubItems Textures Issue
Post your new Main Mod class and your eAngelusItems class.
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[1.11.2] Proper Way to Do SubItems Textures Issue
You need to call registerRenders in preInit not in init.
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[1.11.2] Proper Way to Do SubItems Textures Issue
Could you post your Mod class and your ClientProxy.
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[1.11.2] Proper Way to Do SubItems Textures Issue
Post the whole console and if you can check the following or wait for a response. @Draco18sCorrect me if I am wrong, but I believe models need to be registered in the Event starting in 1.11.
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[1.11.2] Proper Way to Do SubItems Textures Issue
Correct this is because you don't specify your modid here, public static void registerRenders() { for (int i = 0; i < EA_EnumHandler.CardEssences.values().length; i++) { goodRegisterRender(essence, i, "essence_" + EA_EnumHandler.CardEssences.values().getName()); } } And so it defaults to minecraft:
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Adding an Items IBakedModel to a custom Blocks IBakedModel
After another day I have almost been able to get all models loaded. Though I am stuck on one thing while loading models. When someone calls ModelBakery.registerItemVaraints stores the model location in a private static Map<RegistryDelegate<Item>, Set<String>> which I get through reflection in my ClientProxy. Then when the ItemStack in my TileEntity changes I get the Model Location through this map if I have to by parsing the BlockState JSON at runtime, currently very inefficient I plan on storing them in a Map later on in a more efficient way. But the problem lies that I do not know how the Item is then connected to the Strings within the Set. Code. If you need anything else please let me know.
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[1.11.2] Proper Way to Do SubItems Textures Issue
Post the new log and if possible a image of your package explorer so I can see the location of your textures and JSONs accurately. Edit: also it would be easier if you provided a git repository.
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[1.12] What changed with the Model Loader?
No problem, and just for public knowledge I plan on continuing those tutorials really soon, and I will update the current ones to 1.11/1.12.
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