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Magthidon

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Everything posted by Magthidon

  1. Does anyone have a link to a good GLSL 11 tutorial or tutorials? I need to learn how to do rendering on ladders and Redstone and other stuff.
  2. Yup, that definitely did it. Thanks!
  3. Wait, the api is supposed to be in a jar? I'm so confused now. The guy before said to extract the source into the .lib folder and turn the .lib folder into a source folder. Also, I tried setting it to the .lib/api and it still refused to build. Couldn't find the files.
  4. Okay, so the API I'm using is Waila. I got the api and everything working just great. The only problem, however, is that when I go to build the mod with Gradle, it says that it can't find the Waila files. I have the API files in the Lib folder and I wrote "compile files("mods/Waila-1.5.9_1.7.10.jar")" under dependencies in the build.gradle file. Got any ideas on why my build is failing?
  5. I know this has been asked before, and maybe I'm just too brain dead from lack of sleep, but how exactly do I add in another mod's api functionality? Where does the .jar go? Or the .classes? I don't want the api included in my mod, I just want the functionality there if the mod is installed.
  6. Oh, thanks very much Draco! Very helpful!
  7. Ah thanks. That makes sense. Thanks for the help, buddy!
  8. I've looked through the code to see where getRedstoneWireIcon is called, but the BlockRedstoneWire.class didn't seem to call it anywhere. @SideOnly(Side.CLIENT) public static IIcon cross; @SideOnly(Side.CLIENT) public static IIcon line; @SideOnly(Side.CLIENT) public static IIcon cross_overlay; @SideOnly(Side.CLIENT) public static IIcon line_overlay; @SideOnly(Side.CLIENT) public IIcon getIcon(IBlockAccess world, int x, int y, int z, int meta) { return this.blockIcon; } @SideOnly(Side.CLIENT) public IIcon getIcon(int par1, int par2) { return this.blockIcon; } @SideOnly(Side.CLIENT) public IIcon func_149735_b(int par1, int par2) { return this.blockIcon; } @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister registerer) { this.cross = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "cross"); this.line = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "line"); this.cross_overlay = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "cross_overlay"); this.line_overlay = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "line_overlay"); this.blockIcon = this.cross; } @SideOnly(Side.CLIENT) public static IIcon getRedstoneWireIcon(String icon) { return icon.equals("cross") ? cross : (icon.equals("line") ? line : (icon.equals("cross_overlay") ? cross_overlay : (icon.equals("line_overlay") ? line_overlay : null))); } Edit: This code didn't work either, by the way.
  9. That's what I've done, but it still shows up red for some reason. Here's what the code looks like: @SideOnly(Side.CLIENT) public IIcon cross; @SideOnly(Side.CLIENT) public IIcon line; @SideOnly(Side.CLIENT) public IIcon cross_overlay; @SideOnly(Side.CLIENT) public IIcon line_overlay; @SideOnly(Side.CLIENT) public void registerBlockIcons(IIconRegister registerer) { this.cross = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "cross"); this.line = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "line"); this.cross_overlay = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "cross_overlay"); this.line_overlay = registerer.registerIcon(ModReferences.MODID + ":redstone_dust" + "_" + "line_overlay"); this.blockIcon = this.cross; }
  10. Nothing is wrong with Resource Packs. I was just hoping to keep the vanilla version and my version.
  11. So there's really no way to have a custom colored redstone wire other than using a resource pack?
  12. Hey there. I have a block which extends BlockRedstoneWire and I'm trying to change the texture of it. The normal methods of changing a texture don't seem to be having an effect; no matter what I name the new textures, it still always shows the normal Redstone textures. EDIT: The solution is to create a custom renderer.
  13. AH HA, thus we arrive at your actual problem. I don't think you can do that without a TE involved, because blocks are rendered once, cached, and not updated unless something actually changes (and the player is irrelevant). All right. That makes sense. I'll have to rethink my approach, then and see if I can't come up with another solution. Thanks!
  14. That's what I already have going on. A tileentity wouldn't work in my case as I would like there to be a large number of this block, thus the reason I'm using the updateTick. Perhaps I should rephrase my question: How can I get a block to re-render without modifying its metadata? None of the methods I have tried (listed in the original post) have seemed to have triggered the re-rendering of the block. What I'm doing is changing the block's texture based on whether or not the player has a certain potion effect active, but I can't seem to trigger that block update.
  15. So, I've created a block that runs its updateTick() every 20 ticks. The issue that I'm having is that I'd like the world to update the block every time that happens, but can't seem to get anything to work. This is what I have tried: world.markBlockForUpdate world.setBlockMetadataAndNotify (this one works if I change metadata, but I don't want that) world.notifyBlockOfChange world.notifyBlockOfNeighborChange Any help you can give me would be very much appreciated.
  16. Thanks for the help everyone! It's finally working.
  17. Haha, I missed that one. Thanks! It didn't like the way I was handling the Player NBT Tag. That error should be fixed up now. I have to check back with my friend now.
  18. I went through his logs and the only thing I could see that really stood out (besides the errors generated from missing textures): [19:44:07] [server thread/INFO]: fastdesigns lost connection: TextComponent{text='Disconnected', siblings=[], style=Style{hasParent=false, color=null, bold=null, italic=null, underlined=null, obfuscated=null, clickEvent=null, hoverEvent=null}} Here's a link to the logs: https://www.dropbox.com/s/hzgmu96fgzp76ym/Forge%20Logs.zip?dl=0
  19. No, he is still not able to play the mod. It still works fine for me in and out of Eclipse.
  20. Then what are you saying the issue is? I've redone my workspace and have re-run the gradlew build and this is the resulting .jar file, which no longer contains those forge classes: https://www.dropbox.com/s/t7jh8fpwd71sb30/TetraCraft-1.7.10-1.0.0.jar?dl=0
  21. So, you're saying that my Eclipse workspace got messed up some how?
  22. I downloaded forge, placed it in the folder that I wanted it to be in, then I used command prompt to run gradlew setupDecompWorkspace --refresh-dependencies and gradlew eclipse. I then opened up Eclipse and pointed it at the eclipse folder within the forge directory.
  23. That's exactly how I built the jar. gradlew build.
  24. Here's my mod file: https://www.dropbox.com/s/t7jh8fpwd71sb30/TetraCraft-1.7.10-1.0.0.jar?dl=0
  25. Well, I know he has the right version of forge, the lastest 1.7.10 build, and that's the version I used to test it in my own Minecraft version. I'm not sure which version of Java he has on his computer, I can ask him later when he gets up. I don't have time to upload it to Dropbox at the moment, but I can do that when I get home from class.
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