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Everything posted by AnZaNaMa
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[1.8] Turning off minecraft background music (from code)
AnZaNaMa replied to Slashpwn's topic in Modder Support
What version of minecraft are you on? also, if you haven't already, you'll want to add an @SubscribeEvent on whatever function stops the music. -
[SOLVED] [1.7.10] Problem when adding shapeless crafting recipe
AnZaNaMa replied to The VoxL's topic in Modder Support
No, he's saying that you should call your ironCircuit.init() in your load() function (which would usually be called init()). By way of naming conventions, in Java, you're supposed to name classes with Capital letters, so ironCircuit.class should be IronCircuit.class that way it's easier to differentiate between say a variable called ironCircuit and a class called IronCircuit. It makes it a lot easier for other people to read your code if you follow the convention and makes it less confusing for you. -
I'm mad at myself for not noticing that Thank you very much
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So does anyone actually know how this works? I've looked over this many times and cross-checked it with other mods and my setup should work so why doesn't it? If someone could actually help me that'd be nice.
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https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/resources/assets/energytools/blockstates/goldbrick.json This is the most aggravating thing i've encountered in a while and I still haven't figured it out.
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That makes sense, but then why doesn't it properly load the textures? It gives exception for loading the normal variant. I thought if I just left #normal blank, it would use the defaults is this not correct?
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I've looked over this for a long time and I still haven't figured it out. Am I just doing this wrong?
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Yeah, sorry... That was just the one I was looking at because the head of the stack didn't give any information about the root of the problem and just told me it couldn't load the model definition. I must be missing something, because I can't figure out what I've done wrong that made that happen. I registered the textures using ModelLoader.setCustomModelResourceLocation(), then defined the models based on cube_all and respective textures in the blockstate files.
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Here's the log: http://pastebin.com/LbqtDwEM Here's the file that registers my block models: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/Block/RenderBlockRegister.java Here's my blockstate: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/resources/assets/energytools/blockstates/energizer.json Based on what I read from https://gist.github.com/williewillus/57d7093efa80163e96e0 I assume that if I just use block/cube_all in my blockstates, I don't actually need any block-specific models.
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I have been working on converting my stuff from regular 1.8 vanilla rendering to 1.8.9 Forge Blockstate rendering, but for some reason, I keep getting errors. I think I have a syntax error in my blockstate files somewhere, because I'm getting "JSONSyntaxError: Missing model, expected to find a string" but it won't tell me where the error is at. I don't see an apparent one. Here is the blockstate file. Can someone help me figure out what's wrong with it? { "forge-marker": 1, "defaults": { "model": "block/cube_all", "textures": { "all": "energytools:blocks/energizer" }, "transform": "forge:default-block" }, "variants": { "normal": [{}], "inventory": [{}] } }
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Oh okay cool! I never expected it to be so simple. On a side note, what changed about TESRs between 1.8 and 1.8.9, because I noticed that all my addVertexWithUV() are now errored.
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I have a TileEntity that, in 1.8, I had rendered using solely a TESR, and drew all the quads on, which would work fine as a JSON file, except I have different colors for upgraded versions of the block. I could use blockstates for this, but before I updated to 1.8.9, I also had it rendering a smaller floating hologram above the TileEntity that slowly spun in a circle. I'm wondering if I can use JSON models and BlockStates for the basic cube shape then combine that with a TESR for the spinning hologram.
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[SOLVED][1.8.9] Block texture not rendering
AnZaNaMa replied to fatguylaughing's topic in Modder Support
Did you actually make the block model files and place them in assets/mod_name/models/items and assets/mod_name/models/blocks? Make sure that you have a model in both blocks and items, as the blocks one will be rendered in-world and items one will be rendered in inventory and in your hand. Also, make sure your texture for your block is referenced in the right place in your model file. check the console when your game is loading up, it will tell you what file is missing. -
In the future, this post will be updated with a proper mod description. Hi, I'm Andrew. A couple years ago, I came up with an idea for this mod, so I decided to go for it. Since then, I have learned Java and have been working on my mod. It's called EnergyTools and it is a tech mod that adds many items, blocks, and mechanics into the game. Basically, the mod adds Energy into the game that can be used in 3 different forms: Physical Energy (P-E), Electrical Energy (E-E), and Gaseous Energy (G-E). Physical energy is stored in and used by the player to power items and other things that the player uses. Electrical Energy is transferred in pipes and used by machines. Gaseous Energy is the most abstract of the types and is a liquid of sorts that is stored in tanks and can be used in the world to do different things. For example, if a farm is flooded with it, the plants grow much faster, If the player breathes it in, their speed increases, etc. I have already implemented: Energetic Ore: Ore found in the world that is used to create Energetic Ingots which are the basic crafting component of the mod. About as rare as emeralds, but found in all biomes. Energizer: Machine that turns items into pure energy and can transfer it to the player or into pipes. Can be augmented with upgrades. Pipes: transfer around Electrical Energy. Enervator (WIP): uses electrical energy to lift or lower the player. Height limit can be upgraded. Energy Tools (Pickaxe, Sword, Shovel, Axe, Hoe): use physical energy from the player to break blocks. Very fast and never break, unless the player uses them with no energy. Red Bison (totally not redbull): Constantly uses energy while activated, allowing the player to use creative flight. Very expensive and moderately high energy costs. Y'know, cause redbull gives you wings? To be implemented: Gaseous Energy Piping and storage system for gaseous energy Electrical Energy Storage, Ore processing, and other basic machines, as well as teleporters, and more Upgrades to the player (store more energy, run faster, jump higher, fly with no item, teleport short distances, etc) I have listed all of this because I want to prove to you that I am not just another 12 year old who knows nothing about programming, asking people for "help" creating a mod they had an idea for and then doing nothing else. I am a programmer, I have already been developing this mod, and I will continue development with or without help. This project is legit and real. So you're probably wondering: Why is he posting this? What does he want from me? Answer: I'm looking for someone (singular - one person, maybe two) who knows how to program (because if you don't, you can't really help me), with prior experience in minecraft modding and specifically in rendering. I have hit a roadblock in mod development, because I simply do not have enough knowledge of how to make custom models and render them into the game. If you believe you can help me, leave a comment and show me something you've done.
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[1.8.9] What was the consensus on the modeling crisis?
AnZaNaMa replied to AnZaNaMa's topic in Modder Support
EDIT: Nvm, I found the forge example for loading OBJs So does forge still have a loader for OBJs or should I make my own? -
I've been having issues with rendering things from my mod I've been working on, because of the stupid 1.8 update and I found some threads like this: I know that many of the the big mods are finally updating with the release of 1.8.9 and I was curious what changed that made it easier? What is now the generally used/accepted form of rendering? Can we use OBJs again? Is it still JSON? Thanks!
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yeah IDK where that link came from. Here: http://www.how-to-draw-cartoons-online.com/image-files/cartoon_clouds.gif
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from what I've seen, all clouds in Minecraft are always blocky. I have A TileEntity that lifts players up (elevator) and I want to render U cloud that the player tides on, but I want it to be rounded and look kind of animated. is this possible to do in 3D and how would I go about doing it? Here's an example of what I kind of want it to look like, except it can't just be flat: https://www.google.com/url?sa=i&rct=j&q=&esrc=s&source=images&cd=&cad=rja&uact=8&ved=0ahUKEwj3rt7joeHKAhVB6yYKHe5VBBgQjRwIBw&url=http%3A%2F%2Fstackoverflow.com%2Fquestions%2F18131232%2Fpositioning-js-animated-divs&psig=AFQjCNEqSBxc9hEdISIZ6LCKCju8Gec6rw&ust=1454783702620450
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Ah, okay thanks! Totally missed that
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I have set clear writeToNBT and readFromNBT functions on all my machines and they work for things like syncing from server to client. However, whenever I save and quit the world then come back, the data doesn't stay. Is it just because I'm in a decompiled dev environment or did I do something wrong? One specific example could be my TileEntityEnervator. Here's the file for it: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/Entity/TileEntity/TileEntityEnervator.java#L77
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[1.8] [SOLVED] Can't Reduce Amount of energy in a pipe
AnZaNaMa replied to AnZaNaMa's topic in Modder Support
FOUND IT! I was using an Energizer as my PowerProvider (because currently it's the only one) and I looked in the PowerProvider class. It had its own energyContained variable which the energizer was using, meaning I was changing the PowerConnectable energyContained and it was displaying the PowerProvider energyContained. I have since consolidated it into just the PowerConnectable class and removed the protected field from all field variables, then encapsulated them. -
[1.8] [SOLVED] Can't Reduce Amount of energy in a pipe
AnZaNaMa replied to AnZaNaMa's topic in Modder Support
Pipes are defined as neither PowerProviders nor PowerAcceptors. They are a child class of PowerConnectable which is the same class PowerProvider and PowerAcceptor branch off of. What's currently happening is that when I have a PowerProvider connected to a pipe, the function grabPower() is being called energy is being transferred into the pipe. However, the energy is not being removed from the PowerProvider. This is the function that is being called when the energy transfer takes place: https://github.com/AnZaNaMa/EnergyTools/blob/master/src/main/java/com/AnZaNaMa/EnergyTools/api/Tech/PowerConnectable.java#L202 -
[1.8] [SOLVED] Can't Reduce Amount of energy in a pipe
AnZaNaMa replied to AnZaNaMa's topic in Modder Support
I realized I was not syncing energy values from server to client, so I thought maybe adding that would fix the problem. The energy still doesn't transfer correctly. -
It's spawning twice because it spawns on the server side and the client side. Do a check to make sure it only runs server-side. if(!world.isRemote){ //code goes here }
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[1.8] [SOLVED] Can't Reduce Amount of energy in a pipe
AnZaNaMa replied to AnZaNaMa's topic in Modder Support
oh yeah that might be a problem, but thats not what is going on. I had changed that to what it is because before I used -= and i thought maybe that was messing it up. It still does it when I fix that.