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ImaFool

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Everything posted by ImaFool

  1. itemStack.setStackDisplayName(name); itemStack.setTagCompound(nbt); I gotta get to bed
  2. itemStack.setStackDisplayName("custom name"); System.out.println(itemStack.getDisplayName()); System.out.println(this.worldObj.isRemote); that's gonna print "custom name" and "false" in the console but its showing up the usual itemstack name in minecraft instead of "custom name" What am i doing wrong?
  3. Hey ho, no modding question, actually not even a java question In my TESR i have an animation i want to start fast and end slowly, depending on a linear value, so basically i need the cosinus sinus stuff.. and well I suck at math :'(, haaaaaaalp me
  4. Hello, I have a techne block for my TESR with some transparent pixels on the texture, so you can look inside it, kind of like that: ____________ | | | | | | | | |___________| But when you look inside the block, the textures are not visible anymore, so basically they are rendered on 1 side only Can i change it so they are still renderd?
  5. Is there a maximum size for packets? (if yes how big?)
  6. Ok i managed to play an .ogg file, Is there a way to play sound in another format like mp3?
  7. I have a block that should be able to play music from the hdd :3
  8. Hey ho, Is there a way to play a sound that only exists at runtime? E.g. world.playAuxSFX works with the sound.json file, can I get around that?
  9. Well thanks anyway, i try update forge or sth..
  10. { "parent": "builtin/generated", "textures": { "layer0": "test:items/test" }, "display": { "thirdperson": { "rotation": [ -90, 0, 0 ], "translation": [ 0, 1, -3 ], "scale": [ 0.55, 0.55, 0.55 ] }, "firstperson": { "rotation": [ 0, -135, 25 ], "translation": [ 0, 4, 2 ], "scale": [ 1.7, 1.7, 1.7 ] } } }
  11. public static Item item; @EventHandler public void preInit(FMLInitializationEvent event) { item = new CItem().setUnlocalizedName("test").setCreativeTab(CreativeTabs.tabBlock); GameRegistry.registerItem(item, "test"); } @EventHandler public void init(FMLInitializationEvent event) { if(event.getSide() == Side.CLIENT) Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation("test:test")); } still not working
  12. public static Item item; @EventHandler public void preInit(FMLInitializationEvent event) { item = new CItem().setUnlocalizedName("test").setCreativeTab(CreativeTabs.tabBlock); GameRegistry.registerItem(item, "test"); if(event.getSide() == Side.CLIENT) Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation("test:test")); }
  13. like, initialize em? I tried that but still doesnt work
  14. mod class: package com.example.test; import net.minecraft.block.Block; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.ItemMeshDefinition; import net.minecraft.client.resources.model.ModelResourceLocation; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.fml.common.Mod.EventHandler; import net.minecraftforge.fml.common.event.FMLInitializationEvent; import net.minecraftforge.fml.common.registry.GameRegistry; import net.minecraftforg
  15. Hey guys, I found this piece of code in the BlockTorch class: public int getMetaFromState(IBlockState state) { byte b0 = 0; int i; switch (BlockTorch.SwitchEnumFacing.FACING_LOOKUP[((EnumFacing)state.getValue(FACING)).ordinal()]) { case 1: i = b0 | 1; break; case 2: i = b0 | 2; break; case 3: i = b0 | 3; break; case 4: i = b0 | 4; break; case 5: case 6:
  16. There are that supersecret settings from vanilla, can i use the shaders from that without the: Minecraft.getMinecraft().entityRenderer.activateNextShader(); ? So the player cant just turn em off again? Are there any good tutorials for shaders?
  17. Hello, how can i creat an effect similar to the confusion when u eat a puffer fish in 1.8 So i only want to change how the picture that is renderd for the screen and not anything in game Thanks in advance
  18. I dont really know bout COG, but cant you just set the generation weight up? and isnt vanilla stuff like ravines generating before mods anyway
  19. Ok, mby check in the onBlockPlaced method of your super dangerous block for fire sources around aaaaaaand remove them? Did you bother reading the whole thing ImaFool? Uhhm maybe i missunderstood a little
  20. Uhm, maybe make a copie BlockB of your BlockA BlockB is not flammable and the block that spawns, when you collect BlockB it drops BlockA taddaaaa
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