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Everything posted by JTK222
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That is not possible, Minecraft creates a texture atlas. You'd have to use bypass that system for .obj models. Which isn't a good thing to do for blocks/items. (I don't think it would even be possible) You can do it for TESRs/entities however, but you'll either have to either redo the uv in the baked .obj model, or handle the loading on your own. Edit: I just now realized how dead this forum is.. I am surprised that the first page still contains posts from... a few months ago)
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The reason it's not returning anything from data is because the Client "doesn't know" the data folder. For that you need the integrated server, which is just registered when a player joins singleplayer. (and maybe lan) I haven't figured out how to hook up into it's creation yet. But I'll let you know when I find a way. (On the deticated server it will only return things in the data folder)
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What is the best way to have a GUI, scale to GUI scale
JTK222 replied to DWDev's topic in Modder Support
You'll probably need some math. What you probably want is kind of a responsive GUI. For example, if you want a button that's always in the top right corner of your screen you'd calculate x and y like this: y = yOffset;. x = this.width - buttonWidht - xOffset; However, the way most guis work everything is centered. So to get the center you'd use: y = this.height / 2; x = this.width / 2; And place your things according to this. This way the items will always stay relative to the center. -
[Solved] [1.13.2] Porting blockstates files to 1.13.2
JTK222 replied to DavidM's topic in Modder Support
That is a Forge only feature, therefore probably not yet updated. -
[1.11.2] [Solved] Change Scale of large GUI to fit Screen
JTK222 replied to SuperHB's topic in Modder Support
Try to use something like percentages instead of hardcoded pixel values. this.height for example would equals 100% screen height. this.height/2 equals 50% and so on. Edit: Of course that needs dynamic gui creation. -
[SOLVED] Annotation based configs change and save value
JTK222 replied to JTK222's topic in Modder Support
I am feeling so stupid... I tried that but as it looks I had a typo in the modid Even though big thanks ^^ I would probably be searching again for days without this -
Heyho, I know this might sound stupid but I would need to change some of my config values from other locations than the default config gui. My research has shown that I need the property, but with the new annotation based configs I am unable to find a way to get them (at least without reflections). Is there maybe a way to change these values without reflections? Thanks in advance.
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I guess that's because you added a obfuscated Jar to your Workspace. And default deobfuscation doesn't replace the func stuff with the original method names.
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I think you have to set the render size in the tile Entity. You will have to figure the method name out yourself I am currently unable to look at the libraries.
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Well. I kind of fixed it.... all I had to do is to pass null as the side on getBakedQuads methods. There are still a few bugs, but as I've been sitting on this for more than 5 days now I will make a break on that.
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Ok... it seems that the list never gets filled. There are also no quads during baking. I have no clue why that's not working. I think I have to figure out how that stuff with breakpoints works to find a solution
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Latest.log: https://pastebin.com/C3NFivLm fml-client-latest.log: https://pastebin.com/TJ07CDet I have removed a few of the debug messages becase there were over thousand lines for my block D: As I said everything should work. The Models get loaded they just don't render. All I could imagine is to test if the Baked Models do contain any quads D:
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@Leviathan143 Thank you! But I figured it already out yesterday night using reflexions. @Jay Avery Ok, so it can find the models and everything there are no more errors. But the problem is that the Block is now invisible D: I've been trying now the whole day to find the cause for this but everything seems right. Here is the source code: https://github.com/DarkRoleplay/Dark-Roleplay-Medieval/blob/1.11/src/main/java/net/dark_roleplay/medieval/client/model_baking/DelayedBakedModel.java
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Than why can't you solve a so common problem? That shouldn't be any problem after 300hours of java learning. And in case learning means for you: Watching Youtube tutorials and copying the code, that's not learning.
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You should really learn some Java Basics.... The last thing you wrote says it basicly. You cannot pass a string to the method as it requires a Resource Domain. Which is mostly build of your modid and the location of a resource or in this case the registry name of your Item/Block. You should also be able to just call the register method with the item only.
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Ok found a solution, only one problem left D: I cant figure out in which format the Keys for the variants in ModelBlockDefinition are. The variable is private and the only getter method for this returns it's values. Does anybody maybe know the format? Or tell me how to figure it out by myself? (I guess that would be possible with reflections even though I don't have much experience with that)
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I would like to read the path from the json, as making it in java would cause to much work. I have currently 50 Blocks that require a delayed baking process. And changing all that to java would take a bunch of time D:
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@Jay Avery Thank you! Your explanation helped me a lot ^^ And I got it working (somehow) But one question is there a way to get the Model Path that would be used by default for a blockstate? I am asking because I have to many different blocks and making the loadModel and getQuads methods would take to long. In case no such method exists I will write something for that by myself.
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Heyho folks, even though I don't like to ask and prever to figure stuff out my self, I think this might be best for my mod and it's users My first question is: How can I load Models for Blocks and Items only if required. The following thread inspired me to do this: http://www.minecraftforge.net/forum/topic/55133-how-many-models-is-too-many/#comment-262773 I tried the stuff mentioned in there, but it sadly caused only crashes. And in addition I think this can be done a bunch easier, all I want is to load a model according to it's blockstate json as it's required. I would appreciate if anybody could help me with this, as my Mod increases the RAM usage already by 1GB and that is of course to much D: My second Question: How could I port my current Storage Blocks to Capabilities, I got it working without the problem, I never understood really how it was working (made it 1 (or even more) year ago). Now as I've understood at least NBT and Capabilities I want also try to move the storage to capabilities, but this time I would like to understand it earlier and not a few months later. I would be happy about maybe a link to a tutorial with a good Documentation or something similar where it's explained. Even though my biggest trouble with it was always the the GUI and synchronization stuff. Here is my current code if anybody is interested: https://github.com/DarkRoleplay/Dark-Roleplay-Medieval/blob/master/src/main/java/net/drpmedieval/common/gui/container/ContainerCrate.java https://github.com/DarkRoleplay/Dark-Roleplay-Medieval/blob/master/src/main/java/net/drpmedieval/common/blocks/storage/Crate.java https://github.com/DarkRoleplay/Dark-Roleplay-Medieval/blob/master/src/main/java/net/drpmedieval/common/blocks/tileentitys/TileEntityCrate.java I would really appreciate any kind of help and thanks in advance.
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Some issues I had was that I first created the files with a uppercase name, and windows didn't recognize that there was a change even though it displayed it. Might be the same issue for you, even though it looks like you are using linux and I am not sure if thats an issue in it too.
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[1.11.2] Help with adding API to Build.gradle
JTK222 replied to BeardlessBrady's topic in Modder Support
Ok nice, maybe you should let them know. They might have overseen that. -
[1.11.2] Help with adding API to Build.gradle
JTK222 replied to BeardlessBrady's topic in Modder Support
I guess : provided "li.cil.oc:OpenComputers:MC1.11.2-1.7.0.13.+:api" should be : provided "li.cil.oc:OpenComputers:MC1.11.2-1.7.0.13:api" at least thats how I have it in my gradle . I am also not sure if provided is correct by I will leave that to somebody with more experience. (I have deobfCompile insteade of provided and it works) -
[1.11.2] [UNSOLVED] Custom book create pages on fly
JTK222 replied to Bektor's topic in Modder Support
Yes, you would need to iterate trough the buttons, but let's be serious even in case your chapters lists gets a few hundred entries you wouldn't even notice it. (Using this system for a Crafting System I have done). But you wouldn't have to iterate trough the chapters, chapters.get(10 * page + buttonOffset); should be enough, you would just have to set buttonOffset for each button (first button 0 and 10th button 9). Maybe with a small if statement to prevent an IndexOutOfBounds exception and it would be done. button.chapter = chapters.size > 10 * page + buttonOffset ? chapters.get(10*page +buttonOffset) : null; -
[1.11.2] [UNSOLVED] Custom book create pages on fly
JTK222 replied to Bektor's topic in Modder Support
So I guess you use the pages only for this? And not for the chapters themselves? If yes you should create a list of 10 buttons. and add a method to them on to change for which chapter they are. And as you switch pages you would have just to change the chapters for the buttons. -
[1.11.2] [UNSOLVED] Custom book create pages on fly
JTK222 replied to Bektor's topic in Modder Support
Math.ceil(chapters.size()/10f) should return the required amount of pages for the chapters. But without an Idea how the rest of your code looks and how you handle the pages we cannot tell you anything more.