
Kwibble
Forge Modder-
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Everything posted by Kwibble
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Going off what I have already said in that thread you appear to already have one of the three things needed for said power system - a means to use the power. A question for you, lolgamerbob. Do you want this power unit to be a per player thing, or stored in an item? Either is easy enough to implement and use. It's just different depending on your answer.
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So after having been browsing through the registry code that FML uses... I can't find any way to hook into the code to swap out ID's. FML uses a list of ID's that have already been used so that they cannot be reused. So yes, it is still the methods stated above.
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Reflection seems to be the way to go for now. The relevant issue had a reply with a link to a library of helper methods easing the replacement of vanilla blocks and items, but that link (and indeed the comment itself) has been deleted. Nevertheless, I might be able to provide some insight into using reflection for replacing a vanilla item, if I can find the time. Again, though, you probably don't want to toy with vanilla replacement if you can avoid it. Here is a thread detailing how to remove recipes in [1.7.2] - it might work for [1.7.10] as well. Removing the vanilla recipe, and registering a new identical recipe where the output is your custom pumpkin pie would give you full control of the pumpkin pie, while retaining the vanilla recipe. As said, however, any mods relying on the pumpkin pie as recipe input will not be able to use your replacement in this case. Then there is what is called overkill in my opinion (and probably many others). ASM and core mods (DEFINITELY NOT FOR BEGINNERS). Using a core mod/asm, one can completely replace a class if the so chose too. (ASM is used by FML to actually load your mod into minecraft. I am not sure, but I think ASM is also used to patch the vanilla classes with Forge's stuff [citation needed] ). Just throwing it out there.
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There is what Elyon has said, yes. But for that to work you would have had to have run the setupDecompWorkspace and eclipse gradle commands when setting up your dev environment. Just a build-on from Elyon has said
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I know that with the old way that blocks/items worked, it was quite easy to replace an item. This was done by hooking into the array of all the blocks and replacing the block via the its ID. So if I wanted to replace the air block, I could do so by replacing blockArray[0]. I am not sure if this possible, or even plausible with the way ID's are now done, so yes. Reflection is pretty much how I would go about it.
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Well... Thats what copy paste gets you >.> What I have done: COMPLETELY deleted everything to do with the GUI/what the GUI was for. What I am going to do: Re implement it all so that it actually makes sense and works how it should... Then have another go at the GUI. Hopefully it could fix it (doubt it, but worth a shot).
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Okay. Well think about this then. What things will you need for a power system? Here are three basic things you will need: 1. A power unit 2. A way to store said power unit 3. A way to use said power unit See if you make those three things. Nobody minds if you ask about a problem you are encountering while doing any of these things, that's what the forums are for after all - you just have to show you have tried.
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Yep, as I said. A somewhat API to extend forges model loader. Maybe something along the lines of a folder that contains all the individual model parts? And for the hierarchy, make folders within the top level one etc. Then the loader can come through and setup the hierarchy via the folder setup... Yeah. It will be a lottle complicated for the end user no matter which way I look at it. Unless of course forge builds rigging etc. For .obj models.
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Custom Structure with Metadata and Other Problems
Kwibble replied to ess0523's topic in Modder Support
If you look at the source code for villages.. They make a call to ItemDoor.placeDoorBlock(params); Please, search through mc source code and try to find something similar to what you want, then try and change it to suit your needs. If that doesn't work, come back and ask on the forums (and if you just copy/paste from vanilla code... You will be getting a bit of questioning from us. But if vanilla code is exactly what you need... ) -
In the video I spam clicked (with no shift) before shift clicking. I couldn't even drag.
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Are you modding... Or are you installing a mod? And are you using forge for Minecraft 1.5.2?!?
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* eyes swirling in head * Please, please, please, please! Use the They are written like this (with no spaces): [ spoiler ][/ spoiler ]
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Well.. First things first. Did you run the cradle tasks setupDecompWorkspace and eclipse? If not, then that is your problem. As for the power system... Have you even tried? These forums are for people to come and request help when they have tried. I know I have violated this before... But it really should be kept to. So if you have tried, please post your code and the problem you are having. If you haven't tried, please, go try.
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Custom Structure with Metadata and Other Problems
Kwibble replied to ess0523's topic in Modder Support
I must say.. If you are asking a question that involves multiple possible solutions depending on what is actually not working, please post your relevant code. It makes my life so much easier. Besides, my magical code viewing device is broken. So I can't look at your code... -
[1.6.4] Draw texture in x,y,z point relative to my 3D-item model
Kwibble replied to BlackCrafer666's topic in Modder Support
Okay... So you are wanting to draw a 2D texture to the screen? Fair enough. Take a look at RenderGameOverlayEvent.PRE If you only want the texture to show while your item is being held, you can make a check to see if the player's current held item is an instance of your special item and then do your drawing. [EDIT] Welcome Elyon -
[1.6.4] Draw texture in x,y,z point relative to my 3D-item model
Kwibble replied to BlackCrafer666's topic in Modder Support
Well... Your rendering your 3D item aren't you? Try using those coordinates that you are using there. -
The key to animating a model is being able to control each part, especially in a hierarchical way. I'm not that familiar with OBJ models, and I'm sure they can have hierarchical parts, but we need parts that can be referenced in Java to control the animation. So for example, if you could make an OBJ model that has a couple parts in a connected hierarchy (e.g, say a hand attached to a forearm attached to an upper arm attached to a shoulder) in Minecraft such that Java can reference each part then I think I can probably help create a tutorial for the actual animation. Hmm... Based of that and what I know from what pixelmon forums say about modeling (having to split each body part into its own model for animating), I may have to write a small API of sorts that uses OpenGL to achieve what we are wanting (animation). If that was done, then you could write a tutorial. It wouldn't stop the need for having every part in its own model, but at least then it would be easier to have these helper methods to rotate, etc.. Makes it easier on the end user... Then I guess there could be some sort of- I am rambling now. I may look into it, I may not. Its not too important for what I have right now, so if I need it, then I will make it. Until then..
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Okay... So... It is working a * little * better. I am finding heaps of different bugs that were there before. But here is an example of some of the problems. https://onedrive.live.com/redir?resid=361B44D022EA75F6!253&authkey=!AL4JFYLRSZBE1qo&ithint=video%2c.mov It appears that I can shift click... But it just 'phantomizes' the item and leaves the original in the slot you tried to move it from. I know this because I am getting errors saying that my IExtendedEntityProperties can't save because of null (I forgot to null check... Fixed that bit). But its good for error checking
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* looks in inbox * * finds a cat *
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What I would really like to see is a tutorial for animating .obj models in Minecraft. If anyone ever makes one of those, i will happily test it and if it works, recommend it to everyone
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Yeah... I don't know either. I have just been manually typing the code/spoiler tags.
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That would be great, thanks.