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Animefan8888

Forge Modder
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Everything posted by Animefan8888

  1. I think you nedd to use a IBakedModel, or maybe even a TESR but if you can use a IBakedModel you should.
  2. Alright have fun, come back if you have any troubles.
  3. The furnaces rotaton is handled using the new blockstate system as you can see there is a property in BlockFurnace and in the model JSON.
  4. From what i see looking through that class is that it is used to animate A TileEntity and it seemingly uses an Entity aswell to do so? And I was told by diesieben07 that it requires a TESR as seen here ClientRegistry.bindTileEntitySpecialRenderer(Chest.class, new AnimationTESR<Chest>() { @Override public void handleEvents(Chest chest, float time, Iterable<Event> pastEvents) { chest.handleEvents(time, pastEvents); } }); And the registering of the entity here EntityRegistry.registerModEntity(EntityChest.class, entityName, 0, ModelAnimationDebug.instance, 64, 20, true, 0xFFAAAA00, 0xFFDDDD00); RenderingRegistry.registerEntityRenderingHandler(EntityChest.class, new IRenderFactory<EntityChest>() { @SuppressWarnings("deprecation") public Render<EntityChest> createRenderFor(RenderManager manager) { /*model = ModelLoaderRegistry.getModel(new ResourceLocation(ModelLoaderRegistryDebug.MODID, "block/chest.b3d")); if(model instanceof IRetexturableModel) { model = ((IRetexturableModel)model).retexture(ImmutableMap.of("#chest", "entity/chest/normal")); } if(model instanceof IModelCustomData) { model = ((IModelCustomData)model).process(ImmutableMap.of("mesh", "[\"Base\", \"Lid\"]")); }*/ ResourceLocation location = new ModelResourceLocation(new ResourceLocation(MODID, blockName), "entity"); return new RenderLiving<EntityChest>(manager, new net.minecraftforge.client.model.animation.AnimationModelBase<EntityChest>(location, new VertexLighterSmoothAo(Minecraft.getMinecraft().getBlockColors())) { @Override public void handleEvents(EntityChest chest, float time, Iterable<Event> pastEvents) { chest.handleEvents(time, pastEvents); } }, 0.5f) { protected ResourceLocation getEntityTexture(EntityChest entity) { return TextureMap.LOCATION_BLOCKS_TEXTURE; } }; } });
  5. Yup that is the way to do it :3 have fun modding.
  6. You mean you moved the stuff in your onCreated to onUpdate?
  7. Are you crafting it or spawning it in?
  8. Did you add the forge source to your build path and also on your project do the same thing.
  9. Actually now that I fully understand your question, you wanted the screen color to change when the players face is in your liquid.... you want to subscribe to this event EntityViewRenderEvent.FogColors
  10. Well there is a Class called BlockFluidRenderer, I assume that might be worthwhile to look at.
  11. right click in the project explorer and import it.
  12. If your regular Minecraft runs fine on 1.10 I have absolutely no Idea what is happening.
  13. What you need to do is right click on the forge source project configure its build path, go to order and export and select everything.
  14. Do you even have access to the source?
  15. This what you want. event.getWorld().getChunkProvider();
  16. May I ask why you are doing this? Because it seems kinda "random".
  17. You could try looking into the terrrainGen events, like Maybe OreGenEvent.Post, PopulateChunkEvent.Post, Possibly even ChunkGeneratorEvent(don't really think this will work).
  18. Can I see your generation code? It may help me.
  19. Try raising it even higher, and well lag is not something you can make easier unless you optimize your generation code.
  20. How big did you make it?
  21. Yes the Higher it is the later it will generate.
  22. There is a way to iterate through blocks there is a blockRegistry in the Block class. And try making your world generator have less weight.
  23. If your using 1.10 you do need to set that.
  24. Show your new main class and a screenshot of your package explorer.
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