Everything posted by Blade Avuari
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Where do I place my textures, and how do I use them in-game
I am unable to figure out how to use the textures I make (I.E. what folder I put them in, and what to do to access them.) Can someone supply the information on how to do this?
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How do I use a model?
Thanks! Do I have to use classes named ClientProxy/CommonProxy, or can I use like "ClientProxyBlade" and "CommonProxyBlade"? EDIT: Nevermind, stupid question.
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How do I use a model?
I can't really explain everything, but the gist of my problem is that I am making a mod with Kiwis, and they spawn as modelbiped instead of modelkiwi. ModelKiwi RenderKiwi EntityKiwi Mod Class (BladeBirdsMod) I use http://www.mediafire.com/view/?d2o544j7a5zwukj as kiwi.png anyone know how to help?
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Grass WorldGen?
As in plains biome? Or the grass block? Or like the stuff that appears everywhere in plains biome that drop seeds?
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Can't set name for worldtype
Yeah, that was the problem. I thought about it just after I posted, but I had to search for the file. One of your posts solved THAT, too. There needs to be a link of at least an easy way to find it here in the Modder Support forum.
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Can't set name for worldtype
Pretty close, it ran, but the name was "generator.deeper", so naturally, I used this: LanguageRegistry.instance().addStringLocalization("generator.deeper", "en_US", "Dig Deeper!"); Thanks so very much! This is going to help alot with everything. It seems that I still get the error when I use the normal minecraft client: Error:
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Can't set name for worldtype
It doesn't help, it just says "Illegal object for naming" Code: Error:
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Can't set name for worldtype
I am unable to set a name for a my worldtype. Does anyone know what method I'm supposed to use? My mod class And the error report
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Forge crashes when using mod
I've been trying to get my mod to work with forge, and it works when you use it in MCP, but as soon as I try in client mode, MC crashes. Is there something that the SRC files don't need but mod files do need? ---- Minecraft Crash Report ---- // I feel sad now Time: 8/16/12 7:30 PM Description: Failed to start game cpw.mods.fml.common.LoaderException at cpw.mods.fml.common.Loader.identifyDuplicates(Loader.java:332) at cpw.mods.fml.common.Loader.identifyMods(Loader.java:295) at cpw.mods.fml.common.Loader.loadMods(Loader.java:414) at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:192) at net.minecraft.client.Minecraft.a(Minecraft.java:402) at net.minecraft.client.Minecraft.run(Minecraft.java:734) at java.lang.Thread.run(Unknown Source) Relevant Details: - Minecraft Version: 1.3.2 - Operating System: Windows 7 (amd64) version 6.1 - Java Version: 1.6.0_25, Sun Microsystems Inc. - Java VM Version: Java HotSpot(TM) 64-Bit Server VM (mixed mode), Sun Microsystems Inc. - Memory: 418063224 bytes (398 MB) / 514523136 bytes (490 MB) up to 954466304 bytes (910 MB) - JVM Flags: 2 total; -Xmx1024m -Xms512m - LWJGL: 2.4.2 - OpenGL: GeForce 6150SE nForce 430/PCI/SSE2 GL version 2.1.2, NVIDIA Corporation - Is Modded: Definitely; 'forge,fml' - Type: Client - Texture Pack: Default - Profiler Position: N/A (disabled)
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ForgeModloader II- The Future of Modding [PLZ READ]
You can't really compare the two like that. FML is an API, and ML is a system that allows it to exist.
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[Request] Change WorldType from private to protected
*nod of agreement* If the method was protected, then it would be possible to add worldtypes.
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