Everything posted by blinky000
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Weird Glowing OBJ
if the model size must be between 0 - 1, if it gets bigger then that , minecraft lighting will have problems.
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Weird Glowing OBJ
is a one block model?
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Weird Glowing OBJ
can you show the material file you used? and you can try : in the minecraft/config open the forge-client.toml file set experimentalForgeLightPipelineEnabled = true forgeLightPipelineEnabled = false
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nbt examples
thats pretty much it. the problem i was running into, if the sequence is broken (game crash, switching to a new item or block, re-logging in) that the next use would start over to the first state. TheGreyGhost code, after the gem was used it was destroyed , so no issues about starting over
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nbt examples
this post has gone strange. you sent me to https://github.com/TheGreyGhost/MinecraftByExample/tree/master/src/main/java/minecraftbyexample/mbe12_item_nbt_animate I have been working off of that. what i want to do is: item first click save position && facing , send click get the new position , execute code using those positions. I'm starting over from the top trying to understand TheGreyGhost code. Ty for you patience.
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nbt examples
Its at the top of the post
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nbt examples
kiou.23 how could i have the data from the first click if i don't save it?
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nbt examples
im having an issue , where the sequence of things is out of order. where im expecting the first click, it's on the 2nd. Maybe on need better logic. just thinking if i new on reload make it easier to know im in the correct order d.
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nbt examples
bad phrasing , when i reload the world, the data from the tag is still there from the last session. Is the a way when a new session is started to have the tag deleted
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nbt examples
If i understand correctly , the tag data is saved in the game data. How to i make sure at the start of a new game the tag is nulled out or deleted? or after i finish using the item?
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nbt examples
after the 2nd click it places blocks should that be on the server also?
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nbt examples
my first problem is onItemUse seems to fire twice , maybe click, and release click? public ActionResultType onItemUse(ItemUseContext context) { World world = context.getWorld(); Direction facing = context.getFace().getOpposite(); BlockPos newPos = context.getPos(); BlockPos pos = newPos; // first use ItemStack iStack = context.getItem(); CompoundNBT nbtTagCompound = iStack.getTag(); if (nbtTagCompound == null) { nbtTagCompound = new CompoundNBT(); iStack.setTag(nbtTagCompound); nbtTagCompound.putBoolean("first", true); nbtTagCompound.putInt("x", pos.getX()); nbtTagCompound.putInt("y", pos.getY()); nbtTagCompound.putInt("z", pos.getZ()); nbtTagCompound.putInt("face", facing.getHorizontalIndex()); return ActionResultType.SUCCESS; } // second use pos = new BlockPos(nbtTagCompound.getInt("x"), nbtTagCompound.getInt("y"), nbtTagCompound.getInt("z") );
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nbt examples
My bad i only saw the creation date, not that he has updated it
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nbt examples
Good place to start, but it is out of date. I'm want to click on a block and save position , 2nd click use new position and first position to change some blocks. I have it working but using a hard coded 2nd position.
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nbt examples
anybody know of some good nbt examples for 1.16
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quick way to fill/remove blocks using two BlockPos
if i understand it correctly , it pretty much uses a loop to remove / change the blocks individually . Which is what I'm already doing. on another note, if you want to some serious code, check out the command package
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quick way to fill/remove blocks using two BlockPos
I've been looking for the command code, not having any luck. just found it checking it out now
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quick way to fill/remove blocks using two BlockPos
Is there all ready Minecraft / Forge code to easily to this. I have done it by looping through. There seems there should be there already
- 1.15.2 launcher
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1.15.2 launcher
I ported my eclipse and mod directory to a new computer, when a try to launch in the IDE i received this error: Description Resource Path Location Type The container 'Project and External Dependencies' references non existing library 'C:\Users\storo\.gradle\caches\modules-2\files-2.1\cpw.mods\modlauncher\5.1.0\b9caea28c3fd15fd2c971cb41c44855767f7dbc8\modlauncher-5.1.0.jar' yabm5 I have looked around on the web, but can't find anything
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minecraft 1.15 numbre of collision boxes
how many collision boxes could exist before slowing things down too much? If there were 16 CB in a block that might have 500 in a chunk how bad would be the speed hit? Or is pointless to worry about it?
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[1.15.2] obj model render
try turning on : experimentalForgeLightPipelineEnabled = true it in the .minecraft\config\forge-client.toml
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1.15.2 build issues
that worked thank you. Always save the liver , .. i mean toml
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1.15.2 build issues
I received so build errors today, everything was fine no my project has listed: asscesstransformers-2.04-shardowed.jar evenbus-2.0.-milestone.1-service.jar coremods-2.0.0 forgespi-2.0.0 modlauncher-5.0.0 modlauncher .... as missing. If i run anyway the game comes up, and seems to be fine, i down loaded the latest build () 1.15.2.0) and ran gradlew eclipse, didn't help. what do i do to get those files back?
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[1.15.2] "Using missing texture, unable to load" my texture
Minecraft not understanding .mtl # WaveFront *.mtl file (generated by Cinema 4D) newmtl MI_WEP_WindmillShuriken Kd 0.80000001192093 0.80000001192093 0.80000001192093 map_Kd -o 0.000 1.000 wdns3dnm:model/windmill_shuriken illum 7 remove the -o stuff , and the illum 7 and you only need 0.800. The kd map should be pointing to a texture
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