SHsuperCM
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Everything posted by SHsuperCM
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I'm doing so to have a diffrent system for explaining the error that happened in the mod.. The stacktrace is nice for modders and developers but it has no use for the avrage player... My system is explaining why it crashed with a detailed information and telling the player where he could go for help.... Although I am using stacktrace while modding, While playing, It burries all the codes that explain why...... And in the run I never want the player to be confused as to why he cant load minecraft because he doesnt know how to read properly the stacktrace and the vanilla error... In the end, I will make sure all of the errors that I know that might occur while playing will never cause a real crash...
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I did use it first but it gave alot of log lines, That's why I came to here.. Thank you! works perfectly! Setting the boolean to false seems to produce less lines so its false for me I guess.. Unless its a really super duper importent that its set to true... Also, What's the effect of the exit code? In modded I've seen some times -1 and 0s.. But Idk what they mean...
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It really isnt for what you have to do for it.... Really I dont find a use for it.. i wanted backup which there are simpler stuff that do that.... *Locked*
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*sigh* I've decided to not use gits because now after trying to use all sorts of UIs I find it wierd and uneccesery..... I think I'm going to to the backups myself and maybe write something to do this easly and with descriptions.... git is wierd... *closed*
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You're saying that tiles HAVE to use TESR? Cant you just render the normal way?
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And lastly, The actual NEBlocks.registerRenders();
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And client proxy? What does it have in its own registerRenders() ?
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Where do you render? Run through the code from main class PreInit through proxy to client proxy, And check that you actually register renders..
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Again, Are you going to just use json models? Or another type of model? From what I know, TileEntity or not, Json models do not require a diffrent render type if they're just json.. How are you rendering? Client proxy and block rendering initialization would tell that.. Other than that, You maybe have the project on github? I could of helped alot more if I've seen the whole project with the important classes..
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Sry I have OCD, Its invisible, Not invisable... Sry, Just had to say it.. How are you planning to do it? just json? If so, I dont think that you even mess with getRenderType .. As for why its invisible, Can you provide the block class, The clientproxy, The main class, And where you init rendering for blocks?
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Yeah, That's what I meant.. I've seen MrCrayfish's streams and he just clicks something to upload a file he changes... Altough, I'd like to know where you learned it from, Tutorial? Post?
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You're saying that you dont want it to be invisible? or you do want it?
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Sry for such stupid question.. Soo.. I know how to mod(ish), But now I want to start working on a bigger mod.. I got the idea, I know what I want and expect from the mod, And I'm ready to start working on it.. But, This time I want to use GitHub to save my code safely.. I never used it and from what I understand I cannot make it private? I dont know where to start or how, How to save/sync and that stuff.. If someone can give me an guide that shows how to set it up and work with it, It'd be lovely!
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There is actually a vanilla method of animating a json model.. Imagine you model 3 arms in the same model, next you got an texture for all the arms.. then,using vanilla animations to the texture you can make one arm show and others dont, then the other arm shows and the prev one disapears.. and then again the other shows and it looks as the arms is moving.. There is a whole map that uses that mechanic to make custom animals with walking animations.... I know its reeeeeaally complicated but its a diffrent way to do things...
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[1.10][Client Mod] Render a block model in the world
SHsuperCM replied to SHsuperCM's topic in Modder Support
because it is a client mod... a client mod cannot do anything that is not client.... -
so lets say i want to render blockmodel a at location blah blah blah.. • all of its information is stored on client side(not messing with the server side at all) • this blockmodel is spesified withing code and can be hardcoded(but i'd rather not)... • this blockmodel's render location is static and changeable by other modules/keys/buttons/methods... • i can set a static boolean to make it render/unrender as i wish... • it follows the normal minecraft block rendering(json models that can be on blocks/items) i have never touched custom renders and i would like to start on that, meaning i would probably not understand if you say something that everyone that made a custom render knows.... any help with that is greatly greatly appriciated!
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[1.10][CLIENT MOD][Solved] How to get raw json?
SHsuperCM replied to SHsuperCM's topic in Modder Support
unsubbing from topic... -
[1.10][CLIENT MOD][Solved] How to get raw json?
SHsuperCM replied to SHsuperCM's topic in Modder Support
again, this is not something that i would use after in my mod... its being logged and i know to decipher what i need from it manually...... i used it now to test on hypixel soccer game when it says "want to play again? click me!" and took its raw json... then i got that "/play arcade_soccer" makes you play a game of soccer... there are more commands i can figure with that and such..... -
[1.10][CLIENT MOD][Solved] How to get raw json?
SHsuperCM replied to SHsuperCM's topic in Modder Support
ok you made it a bit too complicated than it should be... all i asked from the start is get the raw json of a text message.... thanks to you i looked a bit more into ITextComponent and found ITextComponent.Serializer.componentToJson(ITextComponent) which returns the raw json of the component object and that's exactly what i needed as you get the component from the ClientChatReceivedEvent and it works perfectly! thanks alot! {TOPIC CLOSED}