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blinky000

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Everything posted by blinky000

  1. is there a way to control what an .obj model looks like in inventory? all the .json dislay; GUI, firstperson etc are in the .json model. No way to put them into the .obj model
  2. Thanks Choonster, this has been driving me nuttier
  3. I don't find any methods by those names, different version? I found it in Block.class public boolean isSideSolid(IBlockState base_state, IBlockAccess world, BlockPos pos, EnumFacing side) Slabs and some other blocks are hard coded. over riding isSideSolid, did the trick I can place doors and fences now, but not the Bed . Thank you for the help.
  4. I have a custom block, a floor at the top of the block with joists underneath. Is there a way to make the top of the block a solid side? isFullBlock, isFullCube and isOpaqueCube are all false, I am unable to place a Door or Bed ... on the top face
  5. In the first pic the model sticks out .5 on the z axis, and you can see the collision box line is around .6 CB (0.0D , 0.0D , 0.6D , 1.0D , 1.0D, 0.0D) . when the character runs into the block from the front, it looks like it is going into the block pic 2. the only way to stop it is to set the z axis to a full 0 to 1 for the CB. i have tried adding a bounding box, no luck.
  6. got it to work ok. sitll playing with it , making it smaller, maybe go over two blocks
  7. I have a block 2 properties (facing,style) In the inventory i put the 4 styles using getSubBlocks. It works, but i don't like the way the items look in the inventory. I have tried creating a .json in the items asset { "parent": "yabm:block/yb_M_stair_left_bot", "textures": { "0": "blocks/planks_big_oak", "1": "yabm:blocks/stair", "2": "yabm:blocks/board_dark_oak_stain" }, "display": { "gui": { "rotation": [ 16,328, 0 ], "translation": [ 0.0, 0.0, 0.0 ], "scale": [ 0.6, 0.6, 0.6 ] }, "firstperson_righthand": { "rotation": [ 0, 0, 0 ], "translation": [ 0.0, 0.0, 0.0 ], "scale": [ 0.7, 0.7, 0.7 ] }, "firstperson_lefthand": { "rotation": [ 0, 0, 0 ], "translation": [ 0.0, 0.0, 0.0 ], "scale": [ 1.0, 1.0, 1.0 ] } } } Since the block model has no textures (its done in the blockstate) i had to include the textures in the item.json . But this will only work for the style with those textures, the other 3 styles would have different textures based on block state. And even, then i found if i put textures that differ from the blockstate.json , it actual uses the those textures in the block the is set in the game. Why would it use the textures from the inventory item on the actual block? thanks for any help.
  8. Made basic glass block, use the minecraft blockstate .json with the whens removed, so every side is lit up. non damage , decorative fire block
  9. I.m trying a new approach , using a copy of the blockstate for fire and setting all the directions to true. Oh and when i said real, i did mean the way it looks in MC.
  10. So far , ive made a standard block, using the cube model (fullcube and isOpaqueCube =false, with the facing set using the fire_layer_1 and fire_layer_0 textures. It kinda works, but the up is not right, and it dosn't look as active as a real fire
  11. I'd like to make a fire block. It would be just fire, not something on fire, just a block of fire, that could be place like a standard block.
  12. I found it , bad java params
  13. running a 10.2 version with no mods. created a new world and saved. Opened and saved around 4 or 5 times, blows up with a out of memory error. i just installed the latest forge : 1.10.2-forge1.10.2-12.18.3.2422. sorry if i posted this in the wrong place
  14. Worked perfectly . thanks again
  15. I will , thanks
  16. The inventory slot for the block is blank, not the missing texture, just nothing there. Works fine. I set the default block state. The only thing i can guess , is that i'm using a multipart blockstate in the .json, which has no default model. It;s all setup when placing the block. Even tried putting an "inventory" tag. { "multipart": [ { "when": { "facing": "north" }, "apply": { "model": "yabm:yb_M_stair_rail_side", "y": 90, "uvlock": false } }, { "when": {"facing": "north" , "post1": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "y": 90, "uvlock": true } }, { "when": {"facing": "north" , "post2": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "y": -180, "uvlock": true } }, { "when": { "facing": "south" }, "apply": { "model": "yabm:yb_M_stair_rail_side", "y": -90, "uvlock": false } }, { "when": {"facing": "south" , "post1": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "uvlock": true } }, { "when": {"facing": "south" , "post2": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "y": -90, "uvlock": true } }, { "when": { "facing": "east" }, "apply": { "model": "yabm:yb_M_stair_rail_side", "y": 180, "uvlock": false } }, { "when": {"facing": "east" , "post1": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "y": 180, "uvlock": true } }, { "when": {"facing": "east" , "post2": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "y": -90, "uvlock": true } }, { "when": { "facing": "west" }, "apply": { "model": "yabm:yb_M_stair_rail_side", "uvlock": false } }, { "when": {"facing": "west" , "post1": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "y": 90, "uvlock": true } }, { "when": {"facing": "west" , "post2": true }, "apply": { "model": "yabm:yb_M_stair_rail_post", "uvlock": true } } ], "inventory": { "model": "yabm:yb_M_stair_rail_side", "uvlock": false } }
  17. D'oh I missed that one, . that was the answer
  18. Is it possible to have a block NOT have an inventory item? I have a block when placed, creates a 2nd block above it. I don't want to have the 2nd block show up in inventory. I don't want the 2nd block to be place-able by the player.
  19. There was a mix up, damageDropped was not returning what was set in getSubBlocks ty for your help
  20. On some of my custom blocks, when i use the middle mouse button to copy the block, I get the missing texture colors in hand. It still works correctly and places the correct block.
  21. Thank you all. Draco18s : getFront(meta) is the answer. Dustpuppy: or one model with rotations in the blockstate
  22. I have this code public IBlockState getStateFromMeta(int meta) { IBlockState iblockstate = this.getDefaultState(); /** * Get the Index of this Facing (0-5). The order is D-U-N-S-W-E */ switch(meta) { case 0: iblockstate = iblockstate.withProperty(FACING,EnumFacing.DOWN); break; case 1: iblockstate = iblockstate.withProperty(FACING,EnumFacing.UP); break; case 2: iblockstate = iblockstate.withProperty(FACING,EnumFacing.NORTH); break; case 3: iblockstate = iblockstate.withProperty(FACING,EnumFacing.SOUTH); break; case 4: iblockstate = iblockstate.withProperty(FACING,EnumFacing.WEST); break; case 5: iblockstate = iblockstate.withProperty(FACING,EnumFacing.EAST); break; } return iblockstate; } Isn't there a better way to do this? There is the "EnumFacing.getHorizontal(meta))" but i need the UP and DOWN also
  23. gonna have to take a good look onBlockActivated , looks interesting. Thanks
  24. When facing the side of a block, is there away to tell where on the face it was clicked, as if the block had five zones . up,down, right,left, center? _________ ___ U ___ | | | | |L| C |R| --------------- ___ D____
  25. Thank you, not sure why there is an example , it's not in my eclipse project
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