HalestormXV
Forge Modder-
Posts
328 -
Joined
-
Last visited
Everything posted by HalestormXV
-
[1.11.2] Proper Way to Do SubItems Textures Issue
HalestormXV replied to HalestormXV's topic in Modder Support
Here is the main: https://pastebin.com/ReyQtCKa Here is the items: https://pastebin.com/RJMfFP49 Those are the full classes. I also tried with eAngelusItems.initItems(); eAngelusBlocks.initBlocks(); in the main class to register under the init instead of preInit just to try and still same crash. -
[1.11.2] Proper Way to Do SubItems Textures Issue
HalestormXV replied to HalestormXV's topic in Modder Support
That's what I thought orignally as well since I register all my entites preInit also, however it causes a crash. And I know rendering is clientside only to being with. https://pastebin.com/AaYHiBRe If I moved my registerRenders to init though. Game starts just fine and the only issue is those missing textures. -
[1.11.2] Proper Way to Do SubItems Textures Issue
HalestormXV replied to HalestormXV's topic in Modder Support
Client PRoxy: https://pastebin.com/bfzbADyx Main: https://pastebin.com/dxAyVpHY Yes I know it is a mess but this is also remnants of 1.9 code that I've converted so it may not be efficent anymore but it does still work. -
[1.11.2] Proper Way to Do SubItems Textures Issue
HalestormXV replied to HalestormXV's topic in Modder Support
Here's the whole console: https://pastebin.com/4TFJi5ae No errors relating to the essence items but no textures either. Still items are getting registered though. -
[1.11.2] Proper Way to Do SubItems Textures Issue
HalestormXV replied to HalestormXV's topic in Modder Support
I added the modID to it and still no results. However, no errors either. Even so, it still doesn't recognize my textures no matter which way I do it.Textures are there for sure as well as the JSONs linked above. -
[1.11.2] Proper Way to Do SubItems Textures Issue
HalestormXV replied to HalestormXV's topic in Modder Support
[18:02:05] [Client thread/DEBUG] [FML/]: Bar Finished: ModelLoader: blocks took 1.516s [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:angelic_block#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:angelicore#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:azureite_ore#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:demonic_block#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:demonicore#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'minecraft:essence_knight#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'minecraft:essence_strength#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'minecraft:essence_chariot#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:mystalcite#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:otable#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:serpentine_ore#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Item json isn't found for 'eangel:topazore#inventory', trying to load the variant from the blockstate json [18:02:05] [Client thread/DEBUG] [FML/]: Bar Finished: ModelLoader: items took 0.705s Found part of the error now in the new log. Its looking in minecraft: instead of eangel: And as for a gitrepository I do have one, but it is hardly organized but still if necessary I could provide it. -
[1.11.2] Proper Way to Do SubItems Textures Issue
HalestormXV replied to HalestormXV's topic in Modder Support
Okay, so i took your advise and no longer call the ModelBaker.registerVarients anywhere. All that is called is the ModelLoader.setCustomModelResourceLocation and the items still get registered and placed in game but still no textures generate for them, however the error has also disappeared. -
Alright so I did some SubItems and am getting the errors relating to textures. I have done searching on these forums and on the web and I have seen a number of topics relating to the same thing but just about all of them are for different reasons. I also so the ForgeDocs which in my honest opinion are rather difficult to read/understand for items sake at least. So here are my relevant sections of the code: ItemClass: https://pastebin.com/bzyfbTZ8 (yes registerRender is also called appropraitely in my proxy, as I said these are jsut the relevant portions of the code, everything else works fine, just the subitems have issues) CardEssence: https://pastebin.com/yJTH9m3T (yes chariot is supposed to be the default if something goes wrong) EnumHandler: https://pastebin.com/VnR6wH18 ModelBakery: https://pastebin.com/zy0sv8i6 (Called in the Client Proxy PreInt) ErrorLog: https://pastebin.com/w9xeJbhR (in sum indicating that it can't find the item varients, or StarWars terms, "these are not the droids you are looking for") JSON: https://pastebin.com/gAckr66d (this is for the essence_chariot, all of the others are named accordingly (essence_knight, essence_strength). I.E. essence_knight pointing to the essence_knight image, etc.) Maybe I am missing something? Maybe there is a method that I didn't call. But all I know is the items are registered correctly, appear in game, have their appropriate sub-types but just don't render the textures. I read in a number of posts that perhaps having a single .JSON called "essence" and implementing varients into it but likewise many other posts indicate that this isn't necessary.
-
Okydokey. Thanks Unlreated note but if either of you can take a look at another thread I made that is giving me issues. I'd apprecaite it. I don't want to keep bumping the thread over and over but perhaps a simplistic answer can be made:
-
So lets, see. In looking at the biome dictionary. Types, HOT, COLD, MUSHROOM, BEACH, FOREST, MOUNTAIN, PLAINS, WET, MESA pretty musch seems to catch all biomes. Anyone know if I am missing any off the top of their head? Yes this one mob is supposed to spawn everywhere lol. Including in the mushroom biomes. Secondly EntityRegister.addSpawn looks for the actual Biome though. How can I make it so that i put in the BiomeDictionary.getBiomes(BiomeDictionary.Type.HOT) and it will be acceptable for the .addSpawn I'm sure it is rather simple, but I've enver worked with spawns in the updated forge versions. EntityRegistry.addSpawn(EntityCreeperPrime.class, 14, 1, 6, EnumCreatureType.MONSTER, BiomeDictionary.getBiomes(BiomeDictionary.Type.MUSHROOM)); Still looks for the actual Biome even though if I am reading correctly, that should return all biomes of type Mushroom. (Mushroom Shore, Mushroom)
-
Quick question and maybe someone can provide an example. Is there a way to add a spawn to ALL biomes? I am aware of the addSpawnable function but I am sure there is an easier way then physically adding in every Biome to an array. Also what if you have a mod that adds biomes like Biomes O Plenty and the like? How would you have your spawnables get added into that list also?
-
[1.11.2] [SOLVED!] How do I do Packets
HalestormXV replied to GooberGunter's topic in Modder Support
I follow and watch these people. I beleive there are some network tutorials in there somewhere. Hopefully it can help you out. https://www.youtube.com/playlist?list=PLBB_qIzJkK4tYfNWvvQ0LwKIcIdR0aU5h https://www.youtube.com/playlist?list=PLpKu3PfwdqHRA8aoa4RAzO9camNR9Tm45 https://www.youtube.com/playlist?list=PL5oCR-MRH-12rXI0USklAz6rQagXr4nl5 -
[1.11.2] EntityThrowable only Renders Partly?
HalestormXV replied to HalestormXV's topic in Modder Support
Gotta bump this unfortuantly. Alright so I fixed it, the entity now travels at the speed it should, it does the damage it should if it hits an entity. If it hits a non-living entity it exploads. Perfect. However, here is the last problem. It does not render the projectile unless you are looking down. It "shoots" but does not render. I don't even know where this issue might reside. Here is the updated EntityClass: https://pastebin.com/yypQkJ4S Here is the updated RenderClas: https://pastebin.com/HeR2eTuN Just for Giggles here is the JSON for the item that is supposed to render if that has anything to do with it: https://pastebin.com/reTEi3Sk EDIT 2: Here is an example to illustrate the issue. As you can see the item is rendered only when flying around and looking at it form other angles and stuff. Otherwise it doesnt appear to render. And the trails that follow the projectile are just there for testing so i can see that it is actually moving. They will be removed once I can figure out this render issue. https://www.dropbox.com/s/4k0eibj8zetmnot/Example.mp4?dl=0 -
[1.11.2] Consume Multiple Qunatites of ItemStack
HalestormXV replied to HalestormXV's topic in Modder Support
Yeah, figured so and made one. Just wanted to ask anyway in case something changed. Thanks. -
[1.11.2] EntityThrowable only Renders Partly?
HalestormXV replied to HalestormXV's topic in Modder Support
I tried in two places. (separate runs of course) Once in here public EntityCelestialBolt(World world, EntityLivingBase entity) { super(world, entity); this.setVelocity(2, motionY, motionZ); } And the other one above that you quoted (for just testing numbers) in the onUpdate. Problem is, the item still doesn't render fully and you can't tell if it is actually moving or not since you can't see it. The same as above applies though. If you are at the right angle you can see it for a second, but not enough to tell if it is doing anything or not. -
[1.11.2] EntityThrowable only Renders Partly?
HalestormXV replied to HalestormXV's topic in Modder Support
Yes i have tried that also by taking the setVelocity function and setting the motion X, Y and Z to add 4. Perhaps that is not the correct way to do it? https://pastebin.com/efwUVtkS Maybe it is not supposed to be done that way? -
[1.11.2] EntityThrowable only Renders Partly?
HalestormXV replied to HalestormXV's topic in Modder Support
Excellent that resolved it. Didn't realize i missed that. Now perhaps the next issue can be looked at? Rather than make a whole new thread for it? The entity does not fire outward. Its simply looks as if it falls at the feet of the player. Now I am sure that perhaps i am not setting my velocity correctly, or maybe it has to do with throwableHeading, I am not sure. But I know I missing something. In doing some searching on the forums it is actually quite simialr of an issue to this post However mine seems to be worse and almost never seems to show the render unless I am looking straight down. Here is the entity class. It is very very basic right now and basically does nothing except exist, simply because I just want to get it to work first before I start adding to it. EntityClass: https://pastebin.com/AF8sZVuy Yes I know that quite well. -
[1.11.2] EntityThrowable only Renders Partly?
HalestormXV replied to HalestormXV's topic in Modder Support
Wow lmfao epic response for epic fail. I didn't even realize the whole post after the code box got cut off. My fault for nto double checking the thread. Got to comfortable with the "bling" nosie the site makes. Lol sorry. Here is the render class. Relatively simply or at least all teh examples I looked at seem to do rendering items this same way. Render: https://pastebin.com/QFx9pPEv -
Alright so I have a custom entity created that is meant to be a "bullet" for an item. The item on right click will shoot the bullet. I have been unable to find anything relating to how to render ThrowableEntites correctly so I pieced this together with various sources. There are two problems. One is when you right click the item it does indeed "shoot" the enttiy however it also blows up the log with this error: [19:08:07] [Client thread/ERROR]: ########## GL ERROR ########## [19:08:07] [Client thread/ERROR]: @ Post render [19:08:07] [Client thread/ERROR]: 1283: Stack overflow [19:08:07] [Client thread/ERROR]: ########## GL ERROR ########## [19:08:07] [Client thread/ERROR]: @ Post render [19:08:07] [Client thread/ERROR]: 1283: Stack overflow
-
Quick question. I have an item that has a reagent requirment. The items works fine if the reagent requirment is set to one of the item. I am trying to make it that you need more than one of the reagent. So you want to use the item, thats fine however you need at least 2 of the reagent in your inventory, and if you have at least two in the inventory it will proceed with using the item and then consume the two reagents. All that works. Here is my consume function: private void consumeReagent(ItemStack stack, World worldIn, EntityPlayer entityLiving) { entityLiving.inventory.clearMatchingItems(eAngelusItems.mystalDust, -1, dustRequirement, null); } dustRequirment is currenty a configurable option set to default at two so it consumes two of the items. The check works like this: @Override public ActionResult<ItemStack> onItemRightClick(World worldIn, EntityPlayer playerIn, EnumHand handIn) { ItemStack itemStack = playerIn.getHeldItem(handIn); boolean hasReagent = playerIn.inventory.hasItemStack(new ItemStack(eAngelusItems.mystalDust)); if (hasReagent) { itemStack.damageItem(1, playerIn); playerIn.addPotionEffect(new PotionEffect(Potion.getPotionFromResourceLocation("speed"), 400, 4)); this.consumeReagent(itemStack, worldIn, playerIn); } else { ChatUtil.sendNoSpam(playerIn, "\u00A74Mystal Dust is a required Catalyst."); } return new ActionResult(EnumActionResult.SUCCESS, playerIn.getHeldItem(handIn)); } Now normally to check the contents of the inventory i would do this: if (playerIn.inventory.hasItemStack(new ItemStack(eAngelusItems.mystalDust))) But i can't figure out how to check if you have at least two of those items. I am sure it is a function somwhere and I just haven't found it yet.
-
Thanks for the tip and for pointing out the rotation points. I was actually looking at the zombie class. Yeah I know Blender won't work directly. But I did some searching and found a couple of third party scripts that might be able to export/convert them to java.class files or .json files and then to java. Either way, models are not my forte and I know my weakness for sure lol. But as it stands now the original issue that this thread was for has been solved, so I can mark this as [SOLVED] once again. I greatly apprecaite the help.
-
Excellent, you are a champion. It works once I made that change. I will also likely take you up on the advice of no longer using the program. Ultimately I would like to try blender. HOWEVER, there is one more issue, or perhaps not issue but question. The entity does not move it's limbs. It just "glides" with no leg animation or swinging arms, etc. I know this is likely do to the inefficeny of the exporter now that you have pointed me to it, but might I ask where or how you would make changes so that the arms swing and the legs move? If I had to guess would it be the rotation points at the top for each of the pieces? Or maybe extend ModelBiped instead of base so it acts more like a zombie?
-
I fixed it all up and it works now (server and client), except the phantom still is invisible. All you see is the shadow as indicated here: They are running around, they attack, they have their drops, etc. they do all that, but they are just shadows. New Render Class: https://pastebin.com/9nWB3Uqv New Model Class: https://pastebin.com/stZCcZeN As for the the models i SUCK at modeling so I have a program that I use that allows me to make edits and change models and stuff, similar to techne and I guess I exported the .class file without making the changes to the names. Either way the updated model class in this post has the corrected names. How it exports is beyond my control so I don't know why it does it so inefficently but I have been using it for quite some time. And the texture size is indeed a 64 by 32 and is mapped correctly, because if you hit the entity the texture shows up. This shows that the texture is correct:
-
Alright, so I decided to dable in custom mobs for 1.11.2 and I also know there apparently has been a number of changes just from 1.10 to 1.11.2 according to a thread I stumbled across here, so it was even more of a challenge when using a 1.9 tutorials which was outdated but I managed to make it work. So I made my enttiy class, made my ModelClass, and my RenderClass and they all work with no errors. Hurray. However two issues. My Mob does not show up when you spawn it. It is invisible, and it shows itself after you have smacked it and then "disappears" again. It's still there becasue if you somehow managed to get your curser over it WAILA shows it and you can still strike and damage it, but it's physical "rendered" form is not visible. Here is the screenshot: As you can see, it appears breifly when you strike and daamge it and then it goes invisible again, and although thats cool, that is not how it is suppsoed to work. It's AI is fine, its attack is fine all that is great. My guess is I am screwing up my proxies somewhere. Becasue the second issue that shows up, is on a server the egg to spawn this entity is there but when you try to use it nothing happens. So to me that means it isn't even registering on the server which logically to me means i messed something up in the proxies. So I once again need some help. I do appreciate it and am thankful. So here is the code: MobRegistry: https://pastebin.com/v4Nx8220 RenderPhantom: https://pastebin.com/5WYjBx9F ModelPhantom: https://pastebin.com/cMQTLFyu (not sure if you need the model code) In my ClientProxy that extends CommonPorxy I am calling my MobRegistry.register(); which in turn as you can see is calling my MobRegistry.registerRender(); and MobRegistry.registerSpawnable. Is it perhaps something as simple as split the two functions up and call MobRegistry.registerSpawnable on the CommonProxy and MobRegistry.registerRender() on the Client? (nope that just crashes) Lastly, I know this code is old and is using a depreceated fuction. So after resolving this issue perhaps a tip on the "new" way to handle the entity registry? I also don't like the fact that you have to "assign" an ID to the entity now. For me I think that it could conflict with other entity ids, right? Or is this part of the new method where these IDs are only stored to the instance of your mod?
-
Got it and tested and it is working now. All that is left is trying to figure out how to sync within the scale itself and not error out all the time lol. I just cant understand why if this: if (!player.world.isRemote) { eAngelusPacketHandler.sendTo(new SyncMorality(morality.getMorality()), (EntityPlayerMP) player);} works in my eventHandler on the block break event, it doesn't work in the scale class, but rather than have morality.getMorality() I try this.getMorality since it is only fetching teh data from itself. It keeps spitting that entiyNBT is null. It even does it when i actually put in a null check. Thats why the whole making it sync in teh scale itself is so bothersome.