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david476

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Everything posted by david476

  1. I cant find anything good for 1.7, any recommendations?
  2. For yaw rotation (perpendicular to x, y plane) use: GL11.glRotatef(yaw_variable, 0f, 1f, 0f);
  3. bump?
  4. I use rotatef, but whatever causes the problem (setting the yaw does seem to do it too, but could be happening in client syncing)
  5. P.S. Could you at least pint me in the direction of those classes, sure that it's not just the EntityPig class.
  6. I have the keybinding and forge event set up but I need some help with the actual packets, I'm not using velocity for a number of reasons. I'll check out those two!
  7. First, use code annotations: H E L L O M Y N A M E I S D A V I D Then check out: http://www.wuppy29.com/minecraft/modding-tutorials/wuppys-minecraft-forge-modding-tutorials-for-1-7-basic-block/#sthash.kjGno6kH.dpbs http://www.wuppy29.com/minecraft/modding-tutorials/wuppys-minecraft-forge-modding-tutorials-for-1-7-basic-item/#sthash.rBJLDWPk.dpbs http://www.wuppy29.com/minecraft/modding-tutorials/wuppys-minecraft-forge-modding-tutorials-for-1-7-shapeless-recipes-and-smelting/#sthash.O7Nh3bFa.5vc2UqsZ.dpbs (Block, item, and smelting tutorals) for everything you should need.
  8. Also, you should register renderers in the client proxy.
  9. Is there a way to render exactly the rotation value without the "nice" smooth rotation or the weird turning that happens when you go from 359 degrees to 0?
  10. Could somebody point me in the right direction for using key binding to control entities? (Haven't used packets except for TEs and DataWatchers) Also, is there a way to access vanilla keybinds, I want to use WASD while mounted but my own override vanilla's (mod works but you can't walk)
  11. You might be able to use something from http://www.minecraftforge.net/wiki/Custom_2D_Inventory_Item_Renderer.
  12. Odd, is there a way to get and call the item renderer or just see if there is a custom renderer and then otherwise just manually render the texture? It looks like you're just using: if (storedRenderer!=null){ storedRenderer.renderItem(type, thisStack, data); } to render normal items?
  13. Ok but it's recommended to use gradle with 1.7... Especially since 1.8 is coming out. As you wish...
  14. Tried which? Sure you're in the right folder? You downloaded the 1.7 src? Checked if there is a gradlew.bat in there? What OS are you on? Did you paste quotes? Send screenshots?
  15. Sure your on windows and used cd/ shift right click to set the command line directory to the forge folder (not eclipse) and typed it in correctly (gradlew, you replied gradle).
  16. Try, it looks like you might just be adding two strings together...
  17. I know, that's why I pointed him at that line of code...
  18. First off, use 1.7, Lex(primary developer of forge) will get mad if you use 1.6 Download 10.13.1.1217 source(src) from http://files.minecraftforge.net Extract it to a folder(preferably somewhere in documents or desktop) Open a command prompt there (In windows, let me know it you aren't) type "gradlew setupDecompWprkspace --refresh-dependencies eclipse" (no quotes) Press enter Get a snack Let me know if it skips like everything or says build failed or something's else that sounds bad Set your workspace to the eclipse folder Make sure to select the 1.7 java jdk in run configurations -> client -> jre Try running it. If anything bad happens just stop and reply to this thread with details or thank me on the thread if it works!
  19. All you had to do was google it... Check out http://www.minecraftforge.net/wiki/Creating_NBT_for_items Last bit of code in addInformation
  20. Make sure that you have the jres and jdks for whatever Java version your using (I have 1.7.60. I think). Do you know the whole gradlew.bat setup, that's what you should be using...
  21. Don't really know much about this, so a few stupid Qs: Is the item actually in the inventory (do you assign it a slot and stuff)? Could you post some images and stuff?
  22. Did the gradle installer give any errors or skip anything?
  23. Looks like overriding OEU2 solved it, just wondering why... Thanking MultiMote now!
  24. I definitely did put the super calls in nbt stuff but after changing onUpdate, the same thing happens. New Controller file: package com.deb.debmodularships.entities; import net.minecraft.entity.Entity; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.AxisAlignedBB; import net.minecraft.world.World; public class EntityController extends Entity { public EntityController(World par1World) { super(par1World); this.setSize(1, 1); } @Override protected void entityInit() { } @Override public void readFromNBT(NBTTagCompound nbt) { super.readFromNBT(nbt); } @Override public void writeToNBT(NBTTagCompound nbt) { super.writeToNBT(nbt); } public void onUpdate() { super.onUpdate(); System.out.println(this.boundingBox); } public boolean canBeCollidedWith() { return true; } public AxisAlignedBB getCollisionBox(Entity p_70114_1_) { return this.boundingBox; } public AxisAlignedBB getBoundingBox() { return this.boundingBox; } //IGNORE @Override protected void readEntityFromNBT(NBTTagCompound var1) { // TODO Auto-generated method stub } @Override protected void writeEntityToNBT(NBTTagCompound var1) { // TODO Auto-generated method stub } }
  25. I'd be willing to help with problems and suggestions, but I'm working on a fairly big mod myself at the moment and I'm somewhat new. Only been doing this on and off for a year with little java experience at the beginning.
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