Everything posted by Animefan8888
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Unable to set property PropertyDirection
Is there a error in the log? Push new stuff to github.
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[Solved] [1.10.2] Can't color custom armor with ItemArmor#getColor
You are trying to set the color before you even have any color set.
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[1.10.2] Making a render pass be full-bright
Obviously you add the elements "tag"(not sure if that is what it is called) to you Items Json file and add "shade": false
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item was not rendered, but texture was found by game
Also you should be doing all Item/Block stuff in FMLPreInitializationEvent not FMLInitializationEvent.
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item was not rendered, but texture was found by game
Don't add your modid to the resource location aka ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation("keystand", "inventory")); Also you need to have more than 1 JSON for blocks just so you know.
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[Solved] [1.10.2] Can't color custom armor with ItemArmor#getColor
Where do you actually set the Color Tag? You also need to override hasColor
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Where can I find the specific generation stats for diamond, iron or redstone in
ChunkProviderSettings Line 239-262 are the default settings for ores.
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[1.10.2] Making a render pass be full-bright
Check the item model location in minecrafts jar file.
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[1.10.2] Making a render pass be full-bright
Look at this. http://minecraft.gamepedia.com/Model By far one of the best things I have found for documentation on models.
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[1.10.2] Making a render pass be full-bright
The file you gave us is a model JSON for an item.
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[1.10.2] "Complicated" simple craftings
Add them to the OreDictionary it is a class provided by forge
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
I'm talking about others that have low end computers. But then again, are players likely to have many in one area? If not I guess it is fine, but I would still make the changes at some point.
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[1.10.2] Anyone got a good tutorial on sub blocks?
To use metadata in 1.8+ you need to use blockstates. While blockstates are not limited by amount, metadata is, metadata can only be 0-15(4bits). If you look at wool or even the furnace in vanilla you will see some similarities. These three methods from BlockColored need to be overrided. As you see all of those loop into the field COLOR which is a Property. Blockstates use properties to define what is looks like from the blockstate JSON. You should use vanilla metadata blocks as a reference.
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
Then here is where you ask yourself Increased lag and easier programmed animations or Normal Frame Rates and harder to program animations?
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[1.10.2] Anyone got a good tutorial on sub blocks?
By sub blocks do you mean metadata? *Edit Allow me to rephrase do you mean wool blocks?
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
I see you are using addChild to add the existing models to render with the other models. If you remove the ones that you want to color from being a child and add them to the render method you can call Gl11.glColor3f(...) and then after the model.render you can call GLStateManager.resetColor().
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
Don't do that it may work and all but serious lag can happen from that. Instead please post your code for your model.
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
I haven't looked at a models code for a while but in there is where the rendering happens find the "cube" that changes color and use gl11.whatever to change the color of that model then afterwards gl11.whatever to change it back.
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Does anyone know how to make a dual imput furnace?
Think about it logically and take a singular input furnace as a frame. Look to see how input is handled, then modify it to your liking.
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
You will need to do this in your model file where the rendering actually happens or create multiple models and do it in renderTileEntityAt ()
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
Does your TE render dynamically?
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Custom Bows and Arrows [1.10.2]
There are two the one that is deprecated and the one i said in my last post.
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Custom Bows and Arrows [1.10.2]
I assume you have done RenderingRegistry.registerEntityRenderingHandler (EntityClass, IRenderFactory) Did you look though the bows JSON files?
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Custom Bows and Arrows [1.10.2]
I suggest looking at the vanilla bow's code, JSONs, and EntityArrow. Learn what happens in those classes, and replicate them.
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Does anyone know a tutorial for a custom door?
No nowhere in there did I say that. You should look through BlockDoor and see what it does and replicate it for your needs. Don't copy paste code, unless it is yours. ItemDoor is not durectly linked with BlockDoor it is just a way to place it in game.
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