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UnnamedProdigy

Forge Modder
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Posts posted by UnnamedProdigy

  1. Here is the log

     

     

    [09:54:37] [main/INFO]: Logging in with username & password

    [09:55:11] [main/INFO]: Setting user: UnnamedProdigy

    [09:55:25] [Client thread/INFO]: LWJGL Version: 2.9.1

    [09:56:12] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Not Enough Items, FMLFileResourcePack:Lightning Materials, FMLFileResourcePack:CoFH Core, FMLFileResourcePack:Thermal Expansion, FMLFileResourcePack:Thermal Foundation

    [09:56:34] [sound Library Loader/INFO]: Sound engine started

    [09:56:58] [Client thread/INFO]: Created: 512x256 textures/blocks-atlas

    [09:57:02] [Client thread/INFO]: Created: 512x512 textures/items-atlas

    [09:57:21] [Client thread/INFO]: Reloading ResourceManager: Default, FMLFileResourcePack:Forge Mod Loader, FMLFileResourcePack:Minecraft Forge, FMLFileResourcePack:Not Enough Items, FMLFileResourcePack:Lightning Materials, FMLFileResourcePack:CoFH Core, FMLFileResourcePack:Thermal Expansion, FMLFileResourcePack:Thermal Foundation

    [09:57:26] [Client thread/INFO]: Created: 512x512 textures/items-atlas

    [09:57:35] [Client thread/INFO]: Created: 512x512 textures/blocks-atlas

    [09:57:38] [sound Library Loader/INFO]: Sound engine started

     

     

    I already know how to avoid this, but thought that I would report this to you so that you can fix it.

  2. Sorry for the confusion what i meant was the lang files from other mods dont work either they only display english no matter what language i have set. This might be a problem with forge to because it says the lang keys instead of what the lang keys are supposed to equal Ex. forge.newversion.name

  3. I decided to make my mod support multiple languages and i named the lang files correctly but for some reason when i go into minecraft after i have changed to one of the supported language it still uses the english language. Also what do you recommend to translate my lang files.

  4. I am trying to render an item in 3D and I have the model class and renderer set up and it is registered with MinecraftForgeClient.registerItemRenderer() in my client proxy but whenever I go in game and look at it in Third Person nothing is there and the player is floating of the ground at weird angles and the blocks render below the player but the hit box is above the player.

    Here is my item renderer class

     

     

    package mymod.items.render;

     

    import net.minecraft.client.Minecraft;

    import net.minecraft.item.ItemStack;

    import net.minecraft.util.ResourceLocation;

    import net.minecraftforge.client.ForgeHooksClient;

    import net.minecraftforge.client.IItemRenderer;

     

    import org.lwjgl.opengl.GL11;

     

    public class GunRenderer implements IItemRenderer {

     

    private GunModel gunmodel;

     

    public static ResourceLocation location = new ResourceLocation("mymod:" + "textures/items/models/Gun.png");

     

     

    @Override

    public boolean handleRenderType(ItemStack item, ItemRenderType type) {

    switch(type)

    {

    case EQUIPPED: return true;

    case EQUIPPED_FIRST_PERSON: return true;

    default: return false;

    }

    }

     

    @Override

    public boolean shouldUseRenderHelper(ItemRenderType type, ItemStack item,

    ItemRendererHelper helper) {

     

    return false;

    }

     

    @Override

    public void renderItem(ItemRenderType type, ItemStack item, Object... data) {

    gunmodel = new GunModel();

    switch(type)

    {

    case EQUIPPED:

    {

    GL11.glPushMatrix();

     

    Minecraft.getMinecraft().renderEngine.bindTexture(location);

    GL11.glRotatef(0, 0, 0, 0);

    GL11.glScalef(1.4F, 1.4F, 1.4F);

    GL11.glTranslatef(0, 3, 0);

     

     

    this.gunmodel.renderGun(0.0625F);

     

    GL11.glPopMatrix();

     

     

    }

    case EQUIPPED_FIRST_PERSON:

    {

     

    }

    default:

    break;

    }

    }

    }

     

     

     

     

     

    Here is my model class

     

     

    // Date: 6/18/2015 7:30:35 PM

    // Template version 1.1

    // Java generated by Techne

    // Keep in mind that you still need to fill in some blanks

    // - ZeuX

     

     

     

     

     

     

    package mymod.items.render;

     

    import net.minecraft.client.model.ModelBase;

    import net.minecraft.client.model.ModelRenderer;

    import net.minecraft.entity.Entity;

     

    public class GunModel extends ModelBase

    {

    //fields

    public ModelRenderer Scope;

    public ModelRenderer TriggerGuard1;

    public ModelRenderer TriggerGuard2;

    public ModelRenderer TriggerGuard3;

    public ModelRenderer Barrel;

    public ModelRenderer Handle;

    public ModelRenderer Trigger;

     

    public GunModel()

    {

    textureWidth = 64;

    textureHeight = 64;

     

    Scope = new ModelRenderer(this, 0, 13);

    Scope.addBox(0F, -1F, -1F, 3, 1, 1);

    Scope.setRotationPoint(0F, 17F, 1.3F);

    Scope.setTextureSize(64, 64);

    Scope.mirror = true;

    setRotation(Scope, 0.7853982F, 0F, 0F);

    TriggerGuard1 = new ModelRenderer(this, 0, 23);

    TriggerGuard1.addBox(0F, 0F, 0F, 0, 1, 1);

    TriggerGuard1.setRotationPoint(1.1F, 18.7F, 0F);

    TriggerGuard1.setTextureSize(64, 64);

    TriggerGuard1.mirror = true;

    setRotation(TriggerGuard1, 0F, 0F, -0.5980662F);

    TriggerGuard2 = new ModelRenderer(this, 0, 26);

    TriggerGuard2.addBox(0F, 0F, 0F, 0, 1, 1);

    TriggerGuard2.setRotationPoint(1.6F, 19.4F, 0F);

    TriggerGuard2.setTextureSize(64, 64);

    TriggerGuard2.mirror = true;

    setRotation(TriggerGuard2, 0F, 0F, -1.151917F);

    TriggerGuard3.mirror = true;

    TriggerGuard3 = new ModelRenderer(this, 0, 29);

    TriggerGuard3.addBox(0F, 0F, 0F, 0, 1, 1);

    TriggerGuard3.setRotationPoint(2.5F, 19.8F, 0F);

    TriggerGuard3.setTextureSize(64, 64);

    TriggerGuard3.mirror = true;

    setRotation(TriggerGuard3, 0F, 0F, -1.579523F);

    TriggerGuard3.mirror = false;

    Barrel = new ModelRenderer(this, 0, 10);

    Barrel.addBox(0F, 0F, -1F, 8, 1, 1);

    Barrel.setRotationPoint(-4F, 17.5F, 0.5F);

    Barrel.setTextureSize(64, 64);

    Barrel.mirror = true;

    setRotation(Barrel, 0.7853982F, 0F, 0F);

    Handle = new ModelRenderer(this, 0, 7);

    Handle.addBox(0F, 0F, 0F, 3, 1, 1);

    Handle.setRotationPoint(3.5F, 21.5F, 0F);

    Handle.setTextureSize(64, 64);

    Handle.mirror = true;

    setRotation(Handle, 0F, 0F, -1.745329F);

    Trigger = new ModelRenderer(this, 0, 32);

    Trigger.addBox(0F, 0F, 0F, 0, 1, 1);

    Trigger.setRotationPoint(3F, 18.5F, 0F);

    Trigger.setTextureSize(64, 64);

    Trigger.mirror = true;

    setRotation(Trigger, 0F, 0F, 0.5061455F);

    }

     

    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)

    {

    super.render(entity, f, f1, f2, f3, f4, f5);

    setRotationAngles(f, f1, f2, f3, f4, f5, entity);

    Scope.render(f5);

    TriggerGuard1.render(f5);

    TriggerGuard2.render(f5);

    TriggerGuard3.render(f5);

    Barrel.render(f5);

    Handle.render(f5);

    Trigger.render(f5);

    }

     

    public void renderGun(float f5)

    {

    Scope.render(f5);

    TriggerGuard1.render(f5);

    TriggerGuard2.render(f5);

    TriggerGuard3.render(f5);

    Barrel.render(f5);

    Handle.render(f5);

    Trigger.render(f5);

    }

     

     

    private void setRotation(ModelRenderer model, float x, float y, float z)

    {

    model.rotateAngleX = x;

    model.rotateAngleY = y;

    model.rotateAngleZ = z;

    }

     

    public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity ent)

    {

    super.setRotationAngles(f, f1, f2, f3, f4, f5, ent);

    }

     

    }

     

     

     

    And here is the part of the client proxy that registers the renderer

     

     

    public void registerRenderThings(){

    MinecraftForgeClient.registerItemRenderer(LightningMaterials.Gun_1, (IItemRenderer)new GunRenderer());

    }

     

     

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