Everything posted by Animefan8888
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[1.10.2] Error loading Item texture/model
I don't see a texture for them in your first post, that is why it is purple and black. Edit: Never mind your package explorer is different from mine I see it.
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Item Block Texture Not Rendering
That is just a enum not a Block.
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[1.10.2] Error loading Item texture/model
Show your json files.
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Item Block Texture Not Rendering
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Item Block Texture Not Rendering
Where is your blockclear_glass? Is it in the same class? Or in a different one, if so you need to reference the class that it is in. And did you import ModelResourceLocation?
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Item Block Texture Not Rendering
All Items
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Item Block Texture Not Rendering
Never mind you changed it already. The only thing you need to change is importing all of the required classes and changing 'block' to an actual Block.
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Item Block Texture Not Rendering
Look back at what you had and then look at what you have now.
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Item Block Texture Not Rendering
It is used basically the same way that the model mesher is.
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Item Block Texture Not Rendering
Draco said use ModelLoader.setCustomModelResourceLocation(), Which takes in an Item, int, and a ModelResourceLocation as parameters. Which are the Item you want the ModelResourceLocation bound to the metadata of the Item and the ModelResourceLocation to be bound.
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[1.11.2] Crash with exported mod
How did you compile it?
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[1.11.2] Help with custom TNT
No problem.
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[1.12] Attaching Capabilities to an Item
Try using Phase.END
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[1.11.2] Help with custom TNT
Call ModBloks.registerRenders in your preInit at least. You could also use the ModelRegistryEvent and RegistryEvent.
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[1.11.2] Help with custom TNT
Your ClientProxy. And where do you register your block.
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[1.11.2] Help with custom TNT
Where does that get called from?
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[1.12] Attaching Capabilities to an Item
Did you register the Handler twice, are you checking the Side and the Phase? Post your code.
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[1.12] [Solved] Lang file not working with Blocks/ItemBlocks
No problem.
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[1.12] [Solved] Lang file not working with Blocks/ItemBlocks
tile:copper_ore != tile.copper_ore
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[1.12] Attaching Capabilities to an Item
I don't think it would be to noticeable in SinglePlayer, but on a server with several people it could cause some problems depending on the server. Considering it is (36 + 4(if armor)) * numPlayers * 20 iterations every second. Then possibly multiple conditional checks. If done right it wouldn't make much of an impact, though doing the above would be significantly better.
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[1.11.2] Help with custom TNT
No that is wrong. Using new ItemBlock(block) would use an unregistered Item and the real Item would have a model.
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[1.12] Attaching Capabilities to an Item
That is why you would do both.
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[1.12] Attaching Capabilities to an Item
If you do EntityPlayer#inventory.currentItem you get the currently selected slot. Plus ItemTooltipEvent is only fired when the item is hovered over in an inventory.
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[1.12] Attaching Capabilities to an Item
You could use the PlayerTickEvent and only check the held item(s offhand maybe?) and armor slots if necessary, you do not need to iterate through the whole inventory. You could use the PlayerContainerEvent.Open/Close, but that will not do anything unless it opens or closes. You could use the ItemTooltipEvent if you want it to be displayed there and do some packet stuff accompanied with the afformentioned PlayerTickEvent.
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[1.11.2] Help with custom TNT
Where are you calling ModelLoader.set...?
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