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Everything posted by blinky000
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if the model size must be between 0 - 1, if it gets bigger then that , minecraft lighting will have problems.
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is a one block model?
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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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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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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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Its at the top of the post
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kiou.23 how could i have the data from the first click if i don't save it?
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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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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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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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after the 2nd click it places blocks should that be on the server also?
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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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My bad i only saw the creation date, not that he has updated it
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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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anybody know of some good nbt examples for 1.16
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quick way to fill/remove blocks using two BlockPos
blinky000 replied to blinky000's topic in Modder Support
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 -
quick way to fill/remove blocks using two BlockPos
blinky000 replied to blinky000's topic in Modder Support
I've been looking for the command code, not having any luck. just found it checking it out now -
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
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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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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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try turning on : experimentalForgeLightPipelineEnabled = true it in the .minecraft\config\forge-client.toml
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that worked thank you. Always save the liver , .. i mean toml
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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
blinky000 replied to WDNinja's topic in Modder Support
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