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EverythingGames

Forge Modder
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Everything posted by EverythingGames

  1. Hi Have you synced your data correctly? When placing the player, sync the data before placing to ensure a pinpoint placement on the server and the client. Maybe the XYZ values are not being updated for the player.
  2. Only if your syncing your data within a GuiContainer, I believe. Things like NBT are synced with packets or data watchers.
  3. Hi I believe that mods are loaded in alphabetical order according to their names (not modid's). This was always a trick to get arround certain mod incompatibility issues for the mod users. Correct me if I'm wrong.
  4. Hi SimpleNetworkWrapper (SNW). Easiest way for handling packets in my opinion.
  5. Nothing really. @coolAlias has tutorials on his GitHub repository, impressive I must say, though I dislike the way he registers his items and its renders. It's personal preference, really, if done correctly.
  6. Hi Make pre-made messages as strings, create a random int and switch the int. For whatever case the int was, display the message. Simple, really.
  7. Glad I could help! If you need anymore assistance, just let me know.
  8. BTW if your item is not a sword or axe, you shouldn't be extending ItemSword or ItemAxe, even if those classes are an instance of the Item class(they extend Item). If your item is a plain old item, simply extend Item. You probably already know this, its just that I've seen so many people do this before!
  9. Hi Create basic items in whatever class your using to register your items in, register your renders in your client proxy, set your item properties in your item constructor or registry, have your items extend ItemSword, ItemAxe, etc. Control what your item does by overriding the Item class' methods such as onItemRightClick(args). Basically all I told you to do was to create new items, plenty of tutorials on that out there. Hope it goes well for you!
  10. Hi Actually you could find all the mobs in the game, look up all the sounds for them, save them somewhere, then load them whenever your interacting with that entity. I hope I'm not misunderstanding.
  11. Nevermind, read my other post, I have a solution.
  12. Thanks everyone for the help, I'm just going to wait for the next Minecraft update, as they said they are majorly refactoring their code (probably removing obfuscated methods, params, etc.). Plus they are working on the rendering of a left hand so they must've cleared up the rendering code there. Nevertheless, I'll figure it out some way or another, again thanks for all the help, I'm going to close the topic by locking it and marking it as solved.
  13. Knowing Java isn't the problem, I have that knowledge. Rendering on the other hand is something I need to learn more, rather a lot more, I myself am better with more functionality in code rather than the output in-game (rendering). Anyway, I really want this arm rendered with my model so bad!
  14. Here's what I've tried: public class NewItemRenderer implements IFlexibleBakedModel { //Yes @Override public boolean isAmbientOcclusion() { return true; } //Yes @Override public boolean isGui3d() { return true; } @Override public boolean isBuiltInRenderer() { return false; //Built In Renderer? } @Override public TextureAtlasSprite getTexture() { return null; //Icon texture but 3D in first person? } @Override public ItemCameraTransforms getItemCameraTransforms() { return null; //Cannot return Transform Type? } @Override public List<BakedQuad> getFaceQuads(EnumFacing side) { return null; //Return? } @Override public List<BakedQuad> getGeneralQuads() { return null; //Return? } @Override public VertexFormat getFormat() { return null; //Return? } } I really appreciate your help!
  15. Let's go back to what you said earlier - to render the arm with your model. My model is a .json item model, I need the arm to be rendered with it so that it appears the player is holding the item. Is this even possible with a .json model? Should I revert to techne and draw the model using regular code? It seems so simple, yet its not.
  16. Instead of making the arm a part of my model, how would I go about stopping the arm from de-rendering when an item is held? This is done in the vanilla map, as the player is holding the map with the hands rendered both right and left. I know how to translate / rotate / scale the arm in first person, I just need to know how to "keep" the arm when I am holding my item.
  17. Can this interface, when implemented, be used to render the arm while holding an item? I looked at the methods and I am a bit confused at what this interface is purposely for, I haven't really heard of this before. Sorry if I was unclear, and thanks so much for the reply, I haven't had much help on this subject.
  18. Hi How would you override the method renderItemInFirstPerson(float f) in the ItemRenderer class to render items differently?
  19. Hi The problem is in your TileNuclearBoiler class. Some array is wrong there.
  20. Do you guys need code? Tell me if you do and from where, I'd like to get this "final mod issue" out of the way.
  21. No problem man, I'm glad a I could help. With all the hype for this API because of some bigger mods using it I think I'll make some tutorials for it!
  22. Hi I am so close to getting this done, its just that I am stuck now and have been trying everything for over 8 hours. I have got my modified arm to render correctly, but when I switch to an item the arm's rendering is stopped and the item is then rendered. How does the map render the arms while still holding the item? What I want is for the arm and the item to be rendered together. What method causes the arm to stop rendering and start rendering the current equipped item? I believe its a function in the ItemRenderer class. Thanks all in advance!
  23. This dependency is not necessarily a bad one, though. It invokes the compatibility with other mods, that is just a mere one of its purposes. It is a very powerful and extremely useful API not only for third person, but for first person and compatibility issues as well. The vanilla renders are so complicated because I myself can't tell whether the first person render is controlled in the ItemRenderer class or the RenderPlayer / ModelPlayer class. Most fields and methods are private and there are too many obfuscated names that when this topic is brung up, there's usually no definate solution it seems like. I still want to try to do this in vanilla though! Wish me luck!
  24. Hi Look at the vanilla classes for the paintings if you haven't already, and I believe there is an error with your entity spawning code.
  25. If you want to replace the arm itself, extend the ModelPlayerBase and override its methods instead.
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