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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. Is there a error in the log? Push new stuff to github.
  2. You are trying to set the color before you even have any color set.
  3. Obviously you add the elements "tag"(not sure if that is what it is called) to you Items Json file and add "shade": false
  4. Also you should be doing all Item/Block stuff in FMLPreInitializationEvent not FMLInitializationEvent.
  5. 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.
  6. Where do you actually set the Color Tag? You also need to override hasColor
  7. ChunkProviderSettings Line 239-262 are the default settings for ores.
  8. Check the item model location in minecrafts jar file.
  9. Look at this. http://minecraft.gamepedia.com/Model By far one of the best things I have found for documentation on models.
  10. The file you gave us is a model JSON for an item.
  11. Add them to the OreDictionary it is a class provided by forge
  12. 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.
  13. 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.
  14. Then here is where you ask yourself Increased lag and easier programmed animations or Normal Frame Rates and harder to program animations?
  15. By sub blocks do you mean metadata? *Edit Allow me to rephrase do you mean wool blocks?
  16. 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().
  17. Don't do that it may work and all but serious lag can happen from that. Instead please post your code for your model.
  18. 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.
  19. 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.
  20. You will need to do this in your model file where the rendering actually happens or create multiple models and do it in renderTileEntityAt ()
  21. There are two the one that is deprecated and the one i said in my last post.
  22. I assume you have done RenderingRegistry.registerEntityRenderingHandler (EntityClass, IRenderFactory) Did you look though the bows JSON files?
  23. I suggest looking at the vanilla bow's code, JSONs, and EntityArrow. Learn what happens in those classes, and replicate them.
  24. 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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