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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. 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.
  2. That is just a enum not a Block.
  3. If you made the variable in there then yes.
  4. 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?
  5. 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.
  6. Look back at what you had and then look at what you have now.
  7. It is used basically the same way that the model mesher is.
  8. 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.
  9. How did you compile it?
  10. Call ModBloks.registerRenders in your preInit at least. You could also use the ModelRegistryEvent and RegistryEvent.
  11. Your ClientProxy. And where do you register your block.
  12. Where does that get called from?
  13. Did you register the Handler twice, are you checking the Side and the Phase? Post your code.
  14. 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.
  15. No that is wrong. Using new ItemBlock(block) would use an unregistered Item and the real Item would have a model.
  16. That is why you would do both.
  17. 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.
  18. 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.
  19. Where are you calling ModelLoader.set...?

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