Everything posted by Kander16
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[1.11] Custom IModel / IBakedModel not working
Hi, I'm trying to have my custom IModel and custom IBakedModel, but it doesn't work yet. Probably because I don't get how everything works. Anyways, the game crashes. The error log: http://pastebin.com/4pHQwfRW The onModelBakeEvent: https://hastebin.com/loqimiziga.java The Model class: https://hastebin.com/veramuvuva.java The BakedModel class: https://hastebin.com/amajayakab.java I know I've given 2 null parameters with the bake method, because I really don't know how I should fill this in. If anyone could help me, thanks!
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[1.11] IModel questions
Hi, I'm trying to figure out how the IModels work, because I want to import multiple models from JSON files and render them at one time. I've a few questions: 1. What is the difference between IModelCustomData and IModel? If I look at the interface, it has another method called 'process'. When reading the documentation above it, I still don't get it. 2. What does getDependencies? 3. What is TRSRTransformation.identity(); 4. The method bake(IModelState state, VertexFormat format, Function<ResourceLocation, TextureAtlasSprite> bakedTextureGetter): - What does the VertextFormat parameter do and how do I use it? - What does the bakedTextureGetter parameter do and how do I use this?
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[1.10.2] Convert a piece of code
Isn't it just this? new BlockPos(pos)
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[1.11] Difference IModel and IBakedModel?
Okay good. Thanks.
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[1.11] Difference IModel and IBakedModel?
Hi, I was just wondering what the difference is between those. Anyone who could explain? Thanks.
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[1.11] How to 'bake' a new model from a json file?
Hi, How can I create a new IBakedModel from a chosen json file? Like "Hey, this is the resource location of the json file. Create an IBakedModel from this file". Or is it done in another way?
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[1.11] IBakedModel: Merge models
Okay.
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[1.11] getExtendedState crash
Yeah, now I see. Thanks!
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[1.11] IBakedModel: Merge models
Hi, I want to 'merge' multiple IBakedModels into one custom IBakedModel, how do I do this?
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[1.11] getExtendedState crash
Hi, I have unlisted properties set in a block, used for rendering purposes. When returning the extendedState with getExtendedState, it crashes. What am I doing wrong? Block class: https://hastebin.com/payedemoda.java Error log: http://pastebin.com/ChJNedAq
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[1.11.2] [fixed] Can't get forge blockstate json to work
Hi, I think you've overlooked something in the blockstate file I'm seeing a double 'e' variant, and no 'd' variant.
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Weird Visual Bugs with model
Hi, I've had that problem too. This could be easily fixed I think. If red was the texture part the model uses, add a border around that (the same color as the texture of course). Try to do this: See if that helps.
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[1.11] Questions about custom IBakedModel
Hi, I'm trying to create my custom IBakedModel, but I can't manage to get it working. So I've got some questions about it. I have 8 unlisted properties. My createBlockState method returns an ExtendedBlockState (with the listed properties and unlisted properties). - How should I use the getExtendedState method? Because when I'm returning the unlisted values with .withProperty(STATE_0, tileEntityRipeningRack.cheeseStates[0]));[/Code] etc... The game crashes with the following error: http://pastebin.com/PZMpKuPK - Is ModelBakeEvent called when getExtendedState is called, or how does it work? When is ModelBakeEvent called? Or is getSquads called inside my custom IBakedModel? When someone makes a new combination of blockstates, how does it 'Create' the new model and shows it?
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[1.11] How does notifyBlockUpdate & markDirty work?
Hi, I'm creating a TileEntity and I want to do it right. I've already made other TileEntities, and I'm calling notifyBlockUpdate and markDirty without knowing what it does exactly. Can someone explain what it does? 1. What is notifyBlockUpdate? And what can you do with the "Old State" and "New state" parameters? Because I'm using it so that getActualState is called, "Old State" and "New State" are just the same when calling this method. this.world.notifyBlockUpdate(this.pos, this.world.getBlockState(this.pos), this.world.getBlockState(this.pos), 2);[/Code] 2. How does markDirty work?
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[1.11] Small item render glitch
Yes, that's it. Thanks!
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[1.11] Small item render glitch
Hi, I made some new items, but they seem to have a small 'pixel' taken out from the side when rendered. Here's a picture of it (problem circled in blue): https://www.minetronic.com/temp_pictures/2017-01-28_18.16.42.png[/img] I know it's a small thing, but I still want to have it removed. Does anyone know why this happens and how I could fix it? Thanks.
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[1.11] Where can I find the classes that gives MC lighting?
Hi, Just for learning purposes, where can I find these classes? Because I can't find them. I want to know how the lighting in minecraft works.
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[1.11] More blockStates, much more memory usage?
Ok. So if I understand you correctly, the part I quoted is wrong in it's statement because "letters on a sign" are static and not animated?
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[1.11] More blockStates, much more memory usage?
Hey DIesieben07. I found this information at https://raw.githubusercontent.com/TheGreyGhost/MinecraftByExample/master/src/main/java/minecraftbyexample/mbe04_block_dynamic_block_model1/Notes.txt. When I started this thread, I didn't mention that I'm storing the information of my block in a TileEntity. Does this change the situation? And can I still use the cache with the TESR? If I would use the TESR: how can I render the json models?
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[1.11] More blockStates, much more memory usage?
Ok, thanks!
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[1.11] More blockStates, much more memory usage?
By the way: I can still use the json models, right?
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[1.11] More blockStates, much more memory usage?
I know. No, I planned to use sub-models for this. I'll take a look at it.
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[1.11] More blockStates, much more memory usage?
I'm making a ripening rack, which can hold 8 cheese spots. Every cheese spot can have 12 different cheeses. I currently have: - 1 BlockState for the facings - 1 BlockState for checking if a block is on top - 8 BlockStates for each cheese spot (Which is done using enums). I'm doing it using getActualState(). How could I make this to work? Thanks.
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[1.11] More blockStates, much more memory usage?
Hi, I'm creating a block with 10 blockstates and the memory usage raises very fast. I can't even completely start the program because the memory usage is too high. I've noticed that the more blockStates I add into the "createBlockState()" method, the more memory usage I need. My blockstates currently exists out of: - 9 Enums - 1 Boolean
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[1.11] Applying textures to multipart blockstates?
Ok!
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