Everything posted by FishSauce
-
How can I make my mod be a jar and have my armors model textures not missing?
thanks, but i fixed it
-
Custom item doesnt have texture [RESOLVED]
I made a custom gun called a pulse rifle and the texture isnt loading. I know that I have the right texture path set. Here is my main class code: public static Item pulseRifle; pulseRifle = new mymod.items.pulseRifle(0, "pulseRifle").setCreativeTab(MyCreativeTab_1).setMaxStackSize(1).setTextureName("pulseRifle.png"); GameRegistry.registerItem(pulseRifle, "pulseRifle"); LanguageRegistry.addName(pulseRifle, "Pulse Rifle"); And here is the class code: package mymod.items; import mymod.entity.EntityRifleBolt.EntityRifleBolt; import net.minecraft.client.Minecraft; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.init.Items; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import cpw.mods.fml.common.Mod.EventHandler; import cpw.mods.fml.common.event.FMLPostInitializationEvent; import cpw.mods.fml.relauncher.Side; public class pulseRifle extends Item { private String texturePath = "mymod:"; public pulseRifle(int ItemID, String textureName) { super(); this.setUnlocalizedName(textureName); this.setCreativeTab(mymod.main.Main.MyCreativeTab_1); texturePath += textureName; } @Override public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2World,EntityPlayer par3EntityPlayer) { if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.consumeInventoryItem(Items.redstone)) { par2World.playSoundAtEntity(par3EntityPlayer, "random.bow", 0.5F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2World.isRemote) { par2World.spawnEntityInWorld(new EntityRifleBolt(par2World, par3EntityPlayer)); } } return par1ItemStack; } } Thanks for any help!
-
How can I texture a bow with the animations?
Thats not what I meant, I can't find how to texture the bow. Its not like any other item because it has animations.
-
How can I texture a bow with the animations?
Hello, I am making a bow and made textures but now I just need to find out how to use the textures... Any help would be appreciated! Thanks
-
Minecraft wont launch from eclipse
I just ported my mod from 1.7.2 to 1.7.10 recommended, fixed errors. Minecraft wont even launch. Please help. Logs are below Logs: http://pastebin.com/6EFbXJBz
-
Custom modpack A fatal error has occured, this connection is terminated [server]
- [SOLVED]How to make a biome for 1.7.2
Ok I finally found my biome, but the filler block is not there and it is not the height I would like it to be Ok fixed everything, just used already set heights and I wasn't loading the biomes in pre init- [SOLVED]How to make a biome for 1.7.2
Ok I finally found my biome, but the filler block is not there and it is not the height I would like it to be- [SOLVED]How to make a biome for 1.7.2
I cant find anything, even if I remove all other biomes- [SOLVED]How to make a biome for 1.7.2
Ok, so I have one problem left with my mod after updating it from 1.6.4, and that is biomes. I have been pushing it back for a while since I have researched for a while and I couldn't find anything. So anyways in my declaration section all I have is public static BiomeGenBase NioBiome; and in the load section I have NioBiome = new NioBiome(100); BiomeManager.desertBiomes.add(new BiomeEntry(NioBiome, 100)); and in my class file I have package mymod.biome; import net.minecraft.block.Block; import net.minecraft.entity.monster.EntityCreeper; import net.minecraft.entity.monster.EntityEnderman; import net.minecraft.entity.monster.EntityGiantZombie; import net.minecraft.init.Blocks; import net.minecraft.world.biome.BiomeGenBase; public class NioBiome extends BiomeGenBase { public NioBiome(int par1) { super(par1); this.setBiomeName("The Nio"); this.topBlock = (Block)Blocks.redstone_block; this.fillerBlock = (Block)mymod.main.Main.MyBlock_2; this.theBiomeDecorator.treesPerChunk = 8; this.theBiomeDecorator.bigMushroomsPerChunk = 15; this.theBiomeDecorator.generateLakes = true; this.spawnableCreatureList.add(new SpawnListEntry(EntityCreeper.class, 20, 5, 15)); this.spawnableCreatureList.add(new SpawnListEntry(EntityEnderman.class,15, 8, 12)); this.spawnableCreatureList.add(new SpawnListEntry(EntityGiantZombie.class,20, 1, 5)); this.setMinMaxHeight(0.9F, 1.3F); this.setTemperatureRainfall(0.5F, 1.0F); } private void setMinMaxHeight(float f, float g) { // TODO Auto-generated method stub } } If there is a way to add biomes without having to create a new world type please let me know! Thanks in advance!- How can I make my mod be a jar and have my armors model textures not missing?
Just start the game with forge installed and the mod in the mods folder- How can I make my mod be a jar and have my armors model textures not missing?
OK i figured out that when I take everything out of the jar file and put it into a folder and run it, it does work. Yet when I make another zip file or a jar file and take the things from the folder and put it back in there it doesn't work.- How can I make my mod be a jar and have my armors model textures not missing?
Well it doesn't...- How can I make my mod be a jar and have my armors model textures not missing?
Are all your source files in src/main/java? Where do you get the compiled jar from? Do you get any errors? This should not happen. Yes, all my source files are in src/main/java. I get the jar from the libs folder. There are no errors.- How can I make my mod be a jar and have my armors model textures not missing?
You need to do gradlew build. Export from IDE won't obfuscate the mod, and Forge will be unable to read it. It has worked before, and when I use gradle it doesn't convert all the .java files to .class, only a few- How can I make my mod be a jar and have my armors model textures not missing?
I shift right click and run cmd at the folder and then I run gradlew build- How can I make my mod be a jar and have my armors model textures not missing?
This is most likely the error. Look at this image: http://imgur.com/pQw4AJf,Be5V7s0,llBVEbn,8vIYchx,StZraVe#3 Yes, but with the first ones they are all lower case yet it is still the same- How can I make my mod be a jar and have my armors model textures not missing?
I havent been able to use build.gradle, I have been using the file, export thing, whenever I use gradle my java files arent converted into class files. But here is my build.gradle buildscript { repositories { mavenCentral() maven { name = "forge" url = "http://files.minecraftforge.net/maven" } maven { name = "sonatype" url = "https://oss.sonatype.org/content/repositories/snapshots/" } } dependencies { classpath 'net.minecraftforge.gradle:ForgeGradle:1.2-SNAPSHOT' } } apply plugin: 'forge' version = "1.7.2-1.0" group= "net.minecraftforge.InfiniCraft" // http://maven.apache.org/guides/mini/guide-naming-conventions.html archivesBaseName = "infinicraft" minecraft { version = "1.7.2-10.12.2.1121" assetDir = "eclipse/assets" } dependencies { // you may put jars on which you depend on in ./libs // or you may define them like so.. //compile "some.group:artifact:version:classifier" //compile "some.group:artifact:version" // real examples //compile 'com.mod-buildcraft:buildcraft:6.0.8:dev' // adds buildcraft to the dev env //compile 'com.googlecode.efficient-java-matrix-library:ejml:0.24' // adds ejml to the dev env // for more info... // http://www.gradle.org/docs/current/userguide/artifact_dependencies_tutorial.html // http://www.gradle.org/docs/current/userguide/dependency_management.html } processResources { // this will ensure that this task is redone when the versions change. inputs.property "version", project.version inputs.property "mcversion", project.minecraft.version // replace stuff in mcmod.info, nothing else from(sourceSets.main.resources.srcDirs) { include 'mcmod.info' // replace version and mcversion expand 'version':project.version, 'mcversion':project.minecraft.version } // copy everything else, thats not the mcmod.info from(sourceSets.main.resources.srcDirs) { exclude 'mcmod.info' } }- How can I make my mod be a jar and have my armors model textures not missing?
Yes it is setup like this- How can I make my mod be a jar and have my armors model textures not missing?
http://imgur.com/pQw4AJf,Be5V7s0,llBVEbn,8vIYchx,StZraVe#0- How can I make my mod be a jar and have my armors model textures not missing?
Whenever I export my mod it goes into a jar file, as I would like it to be. But whenever I put it in my mods folder, my armor's model texture is missing. I would like to resolve this issue because when I release this mod I would like it to be as nice as possible. Thanks!- Class File Editor Source Not Found
Help! I need to look at some source code but eclipse wont let me because the source isnt found. it says "C:\Users\MyName\.gradle\caches\minecraft\net\minecraftforge\forge\1.7.2-10.12.2.1121\forgeBin-1.7.2-10.12.2.1121.jar has no source attatchment. You Can attatch the source by clicking Attach Source below:" I am using gradle, not mcp, if that effects it in any way. If you have a solution please share it! Thanks! P.S: Yes I have reran "gradlew.bat setupDevWorkspace" again to no prevail.- [1.7.2] Entity Egg Name Messed Up
Thanks I fixed it!- [1.7.2] Entity Egg Name Messed Up
Ok I fixed that issue, I figured that out. I do have an en_US.lang but I am not really sure how to use it. But yeah I'm back to the first issue of the egg name being messed up- [1.7.2] Entity Egg Name Messed Up
Im not sure if I am typing the registerGlobalEntityID right, but here is that: EntityRegistry.registerGlobalEntityID(MyEntityApe.class, "Ape", EntityRegistry.findGlobalUniqueEntityId(),(new Color(97, 71, 52)).getRGB(), (new Color(97, 71,52)).getRGB()); And the Crash: http://pastebin.com/7yZFvQr6 - [SOLVED]How to make a biome for 1.7.2
IPS spam blocked by CleanTalk.
Important Information
By using this site, you agree to our Terms of Use.