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Jakemichie97

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Everything posted by Jakemichie97

  1. Forge by default has native compatibility with HD textures.
  2. If you know how to use tick handlers you can add stuff to the HUD. It's really easy to do with tick handlers, just need to know how.
  3. You could also use escape characters, an example is below. \247~COLOURVALUE~
  4. Already tried and it didn't change anything, but I've fixed it now, turned out Techne wrote into the file to mirror textures like 4 times in a row.
  5. Hello, I have made blocks with custom models before so I do know how to do it, however when I tried to make one earlier when I tried to start the client Minecraft crashed and said that FML encountered a fatal error while launching. Now since I have access to the EE3 source code (as it's open source now (thanks Pahimar)) I did go through and check whether what I was doing was correct, and from what I can see everything should be working. From my testing, this seems to only happen when the tile entity has it's renderer bound to it. Thanks to whoever is looking, code is below. If you need anything else just ask! Proxy Classes - Tile Entity and TESR Registration Client: Common: Crash log:
  6. I have fixed it, it turns out the damageItem method has a built-in gamemode check to see whether the player s in creative or survival, I did not know this so I will now be locking the topic.
  7. Zedicus: Since I don't have that it should still be working in creative mode, but I have scrapped and restarted the mod so I'll check soon Quantum: That method is called twice so it must be getting called on the server aswell...
  8. Wait... I thought item damage being issued straight up wasn't affected by gamemode... and your suggestion made me laugh
  9. Tried it, kept returning 0, thus the item ain't being damaged.
  10. So I am developing a mod which requires an item with cooldown, I need to have the item be damaged by 99 when used (right clicked) but the onItemRightCick entityplayer variable I think is not letting the item be damaged. Code:
  11. Okay, I think I know the cause, something that you had said, but not quite... since I'm using a TileEntitySpecialRenderer it should be taken as if it is a TileEntityRenderer (someone correct me if I'm wrong), what I think is causing this is the fact that I'm not creating a RenderEngine instance. I will try now and post me results.
  12. Okay, thanks, I will try tomorrow as it is late.
  13. Quick question, that requires a TileEntityRenderer, which I have a TileEntitySpecialRenderer, incompatible types and would likely throw more errors if I create another one. And also if it were to be the error your describing, wouldn't that cause it to crash on world load, it doesn't as it works in the world, I can see the block clearly with the texture and all.
  14. I would stop but considering that this thread has been here for 3+ days with no replies and I really need the fix (Cannot find a single problem and I even have 3 other modders helping me) I am at the point were I have to... sorry though.
  15. Okay, can some one please help, I really need this as I don't want to have to use an item to place this block down. If it helps, I've narrowed it down the the bindTextureByName method. Yes I have the texture in the .jar (it works in the world, I have been able to test as it won't crash when I don't have the item in my inventory, once I do it crashes.), yes I have typed in the path correctly. Please, if someone knows, please reply...
  16. Okay, I've created a custom modelled block (Anvil) and I was using an item to place it, but now I want a full 3D block, so I tried to use a block rendering class which implemented ISimpleBlockRenderingHandler and ran minecraft, crashed, said something about my texture (crash log below). Code: TileEntityAnvilRenderer Block renderer Eclipse crash log And the ForgeModLoader-client-0.log file says the same. Thanks to whomever be reading this and I hope you find something.
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