
OwnAgePau
Forge Modder-
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Everything posted by OwnAgePau
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EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
I am sorry to say that the result of that was also - nothing... I quit for today, ill get back to it as soon as i wake up! thanks for your help so far. -
EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
Well lets say in the old case i saw this white box fly (where the normal entity would be i guess) and it leaves this trail of crit particles behind. And when i tried your more simplified code nothing was shown, not even a white box nor my texture. -
EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
That basically makes it not work , with my code i can see it fly and it leaves the crit particles behind as i wanted. All that doesn't work is the texture... It is so odd Off topic : could you take a look here : http://www.minecraftforge.net/forum/index.php/topic,11491.0.html I got this weird issue with a portal.... it works like it should, but the only thing it won't do is when you travel back to the normal world you spawn somewhere underground. -
EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
Okay i tried adding that glEnable thing, but that didn't do much (i know that my file is loaded correctly as it doesn't give errors and i have it in the same folder as the other entities and i believe they are all rendered the exact same way, atleast according to minecraft ) And about the image size, its an item texture so Then i am not sure what differences between your code there and this: tessellator.addVertexWithUV(-7.0D, -2.0D, -2.0D, (double)f6, (double)f8); tessellator.addVertexWithUV(-7.0D, -2.0D, 2.0D, (double)f7, (double)f8); tessellator.addVertexWithUV(-7.0D, 2.0D, 2.0D, (double)f7, (double)f9); tessellator.addVertexWithUV(-7.0D, 2.0D, -2.0D, (double)f6, (double)f9); And thanks that you like my mod, i have put quite some time in it (which i enjoy doing, like right now ). I try to add lots of custom stuff, put together in a nice package of cool things. -
Asking for help -- expecting people to help -- ignoring -- getting mad at the people that are trying to help... Its mostly not such a good idea to attack people that are willing to help you, you should try to read through every possible answer to your problem in detail so that you won't walk into a ton of walls while fighting off your problems. Now i think that whenever you create the assets folder its not "mucking everything up", you probably haven't set the icons for your items/blocks or whatever correctly. Read through hydroflames guide and it'll all be solved.
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EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
It apperently still gives me the white box thing, i have put a public ResourceLocation in my CommonProxy and added in the line you highlighted. Also i noticed that theres a ResourceLocation Function in the RenderFrostShard.class protected ResourceLocation func_110779_a(EntityFrostShard par1EntityArrow) { return field_110780_a; } @Override protected ResourceLocation func_110775_a(Entity par1Entity) { return this.func_110779_a((EntityFrostShard)par1Entity); } i first had that field_110780_a to be the resourcelocation as minecraft did the same thing for an arrow -
EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
is there an easy way of attaching the texture? -
EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
Well before 1.6.2 my frost shard was flying through the air (its an item) and right now... i placed the registers in the commonproxy, but that makes the entity spawn like a white box. How do i make it so that that box is rendered as the item with that texture i want. -
EntityThrowable/Entity working but invisbile
OwnAgePau replied to OwnAgePau's topic in Modder Support
Haha oooops , i think i have the right one now -
about Item.func_111206_d(String s)
OwnAgePau replied to ILuvYouCompanionCube's topic in Modder Support
I always render my blocks and items like this (which works) SoulBlocks.Baneberry = (new SoulVine(SoulConfig.baneberryVineID, 1, "Baneberry", "Baneberry")).func_111022_d("soulforest:Baneberry"); here baneberry is located in assets.soulforest(my mod id).textures.blocks -
Hello all Before 1.6.2 i had my custom Wand to shoot Frost Shards (custom item) like arrows (and i still had the bow event implemented) but now i have updated my mod to 1.6.2 and i noticed that it didn't work anymore so i changed a couple of things and i removed the bow event aswell (as i didn't want to use that) so now i got it so that it can shoot whenever you click and all you see are the critical particles flying at the direction you aimed. They also do damage when they hit mobs and such, but i can't figure out why they are invisible. It must be something with the renderer i thought, but i can't find it yet So i figured maybe theres someone that can point me to what i forgot or did wrong here so that my entity is no longer invisible. I will provide the following src classes : EntityFrostShard, RenderFrostShard, FrostWand and a part of the renderRegister. starting off with the EntityFrostShard: next is RenderFrostShard then the FrostWand last but not least the registers EntityRegistry.registerGlobalEntityID(EntityFrostShard.class, "Frost Shard", EntityRegistry.findGlobalUniqueEntityId()); LanguageRegistry.instance().addStringLocalization("entity.soulforest.Frost Shard.name", "Frost Shard"); RenderingRegistry.registerEntityRenderingHandler(EntityFrostShard.class, new RenderFrostShard()); I appreciate your help, thanks!
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Hi there, I have had a portal a long time and the custom textures and blocks work with almost no problems except one tiny little problem: The fact that whenever you go back from the custom dimension through the portal it spawns you either somewhere underground or somewhere high up in the sky... It's really odd as i looked at how vanilla does it and theres no differences between mine and vanilla. I'll provide The teleporterblock and teleporter class. EDIT: Teleporter Block: Teleporter:
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Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
OOH those "tools" are things i like and didn't yet know about. Things that make life easier. Thanks i think i have found something that could help. -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
Okay well i have got it so that it can get the enchantmentTagList() and that gives a number of tags. How can i get infromation from those like i would want to know the enchantment name. -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
Oh is that what the event.source is, because i have got it set as DamageSource attackSource = event.source; And i thought it was the ammount of damage done to the entity, it seems i was mistaken. Well thanks again -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
Well uhm the point is, when i type event.cause it doesn't recognise the field. Apperently theres no event.cause. -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
Uhm... Theres only event.entityLiving and event.entity. I found out that both em are not the player. What should i use instead? -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
Oh jeah obvious , thanks for clearing my mind and helping me to get to know forge events a bit better. -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
just to clear my mind, how would i get player.getHeldItem? would i make a new instance of a player, which seems irrelevant. -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
So uhm something i wanted to know is, can i just add more args to this attackEntity method? or should it just be the event. -
Well the Server side uses containers to see a gui, and the client side uses the gui. So for "most" of the tileEntities like chests, furnaces etc are containers and gui's. The managing of slots is done in inventories as theres the player bar (9 slots) which is an inventory and the player inventory (3x9 slots) and so on there are more inventories, they gave them a name in order to give the inventory a certain size and name etc. Also each and every slot is managened in a certain class. the normal slots like the ones in a player inventory are being created using the standard Slot, but theres more variations of slots that have different purposes like the crafting slot which you can't put anything in, you just receive the ouput of a certain recipe (craftin/smelting). And i think (i am not completely sure) that armour has their own slot aswell.
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Recompile errors after fresh forge installation [SOLVED] [1.6.2]
OwnAgePau replied to OwnAgePau's topic in Modder Support
Well the problem is, i know that is what i usually do aswell, but apperently it comes up with a 100 errors in minecraft source that i can locate when opening eclipse. Its odd, i will try to not use decompile and see if that changes anything and i will edit this post to say if that gave errors or not. YEAH, its finally working. wihout running decompile it did just reobfuscate and recompile. Thats great. Thanks a lot man A LOT -
Custom Enchantment adding effect when attacking an Entity
OwnAgePau replied to OwnAgePau's topic in Modder Support
Be sure not to cancel the event.You don't need a super.x(). This is it. The enchantment you will check by reading the NBTTag from the ItemStack of player.getHeldItem(). Jeah i changed my custom getCreatureAttribute it now works the way i wanted it to. All that now matters is what to do in the attackEntityEvent, you say that i have to read from NBTTag. Are there some examples that i could start looking at to get an idea of how to do this properly? As i know that enchantment stuff is already stored in NBTTags so i wouldn't have to do that. And btw how can it be that its being canceld then? all i've got in that event is the if(event.isCancable) statement. Would i get rid of that? -
Recompile errors after fresh forge installation [SOLVED] [1.6.2]
OwnAgePau replied to OwnAgePau's topic in Modder Support
But when i run recompile, it says "decompile first" -
Well in order to find out how minecraft does this, i would try and look at the different containers vanilla has and look at how it handles its itemStacks. And from there on i wouldn't edit base classes. You might want to make a custom inventory or something like that which will handle your custom "inventory". Also you would need to somehow override the vanilla minecraft gui or render your custom gui over the existing one. Thats what i would think you would have to do, obviously you would want to have a couple of other classes related to it, but right now i don't really have any source in front of me so i can't really say. Anyway good luck, its something that interests me too. Also, doing something that is just out of your league is mostly a good way to learn new things.