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Macapple

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  1. Hi everyone,i made a model for my item,and loaded it. The problem is it shows INVISIBLE in game...so i think it renders it in a bad way. If you need it, here's the renderer : Here's the Item in Main Class Any help is appreciated
  2. If you want to color an Item's name then just use Minecraft-implemented code. On the LanguageRegistry string of your Item Use § + <0-9> or <a-f> e.g. LanguageRegistry.addName(exname, "§6DumbExample"); This will make your "DumbExample" item ORANGE For more info check http://www.minecraftwiki.net/wiki/Formatting_codes
  3. I tried making texture 64 x 64 but it shows invisible. Just for testing,i made a completely red texture,and loaded it. It shows invisible aswell,no luck. :C
  4. I changed it to see if something would happen. Now the texture3d.png file is in \assets\mac_dubstepgun\textures\models In the code i changed it to : @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { switch(type) { case EQUIPPED: { GL11.glPushMatrix(); Minecraft.getMinecraft().renderEngine.func_110577_a(new ResourceLocation("mac_dubstepgun:textures/models/texture3d.png"));
  5. Hi there everyone. I'm trying to make a model for my item,i made it using Techne and i loaded it in minecraft. The problem is that Texture doesn't load,becoming invisibile or purple-black checkers. My texture.png file is in /assets/modid/textures/texture3d.png I use THIS in my main class MinecraftForgeClient.registerItemRenderer(dubGun.itemID, (IItemRenderer)new ItemRendererWubGun()); And THIS as Renderer @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { switch(type) { case EQUIPPED: { GL11.glPushMatrix(); Minecraft.getMinecraft().renderEngine.func_110577_a(new ResourceLocation("mac_dubgun:textures/items/dubguntex.png")); Any help will be appreciated
  6. Must my music be in Sounds (In the assets folder group) ? In ' your_music ' shall i use the "musicname.ogg" name or "musicname" ?
  7. Hi everyone. I want to make a Radio item that plays a set music when i use it but stops playing it when i release the Right mouse button. Anyway,i'm able to make the item,but how make it play the music ONLY UNTIL I HOLD the Right Mouse Button? Any help will be appreciated
  8. I had the same issue till yesterday,solution is pretty simple. Go in your Main Class and add this : @EventHandler public void preInit(FMLPreInitializationEvent event) { MinecraftForge.EVENT_BUS.register(new SoundLoader()); MinecraftForge.EVENT_BUS.register(this); } This tell the game to Load the SoundLoader class while in PreInit phase. Then create the SoundLoader.class and paste this code : package DubGun; import net.minecraft.client.audio.SoundManager; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class EventSounds { @SideOnly(Side.CLIENT) @ForgeSubscribe public void onSoundsLoaded(SoundLoadEvent event) { SoundManager manager = event.manager; manager.soundPoolStreaming.addSound("<your mod name lowercased>:unlocalizedname.ogg"); } } Your record music file must be in /assets/modname_lowercased/records It must be a .ogg file. In the main class,in 'setUnlocalizedName' set a name. Then go in /assets/modname_lowercased/records and rename your .ogg file THE SAME AS THE UNLOCALIZED NAME. (If my unlocalizedname is 'dumbexample' the .ogg file's name MUST be dumbexample.ogg) Then go in the SoundLoader class In <your mod name lowercased> write the same as the folder the folder records is in. (Records is in mac_dumbexample, then write mac_dumbexample) In unlocalizedname write the same unlocalizedname you used for your record then add .ogg at the end.
  9. Actually,my friend,you made it. This is the new code for sake : @EventHandler public void preInit(FMLPreInitializationEvent event) { MinecraftForge.EVENT_BUS.register(new EventSounds()); MinecraftForge.EVENT_BUS.register(this); } @EventHandler public void load(FMLPreInitializationEvent event) For the main class. Thanks everyone for their support YAY!
  10. Here's the EventSounds Class : package DubGun; import net.minecraft.client.audio.SoundManager; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.event.ForgeSubscribe; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; public class EventSounds { @SideOnly(Side.CLIENT) @ForgeSubscribe public void onSoundsLoaded(SoundLoadEvent event) { SoundManager manager = event.manager; manager.soundPoolStreaming.addSound("mac_dubstepgun:seeherobrine.ogg"); } } The seeherobrine.ogg is in /assets/mac_dubstepgun/records/ I made a Pastebin collection of the entire code : MAIN : http://pastebin.com/pwNFDAHn EVENTSOUNDS : http://pastebin.com/MPEwBwjQ ITEMWUBRECORD : http://pastebin.com/0myFVkF5
  11. Hi,i coded a music disc by myself with this code But when i put it in a Jukebox,it doesn't play music at ALL. I use this SoundLoader code in the main class for loading sounds in preInit. (And i think the error is there,somewhere) public void registerSound() { MinecraftForge.EVENT_BUS.register(new EventSounds()); } @EventHandler public void load(FMLPreInitializationEvent event) {
  12. while (true){ Life.setPlayerMood("Macapple").embarassed(); } This is my first mod. Lols
  13. How may i load the SoundHandler in PreInit?
  14. Here it is : Main Class Sound Manager Class : Music Disc Class : Dub Gun Class :
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