Everything posted by JamieEdwards
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Adding custom path to model file?
OK, so I'm probably doing this wrong as its still throwing a file not found error: [19:53:14] [Client thread/ERROR]: Model definition for location comtech:models/item/dust/dust_alkaline#inventory not found and my file structure: assets/comtech/models/item *changed this from "items"*/dusts/dust_alkaline.json private static void registerItem(ItemCT item, final String itemName) { ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation( Reference.resource.PREFIX + "models/item/dust/" + itemName, "inventory")); } I put item name in there as it's only putting #inventory after the file path.
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Adding custom path to model file?
OK, I've started doing that, but I'm unable to figure out how to pass the name of my item: ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation("CT:" + "models/items/dusts/" *how do I give forge my item here?*, "inventory")); Although you said I shouldn't use unlocalized name, I did... but like this: ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation("CT:" + "models/items/dusts/" + item.getUnlocalizedName().substring(5).replace("CT:", ""), "inventory")); And had better success with this... The only problem with it is that I get the following: java.lang.Exception: Could not load model definition for variant comtech:models/items/dust/dust_alkaline#inventory What's happening with the "#inventory" as it seems to be throwing forge off, and I don't know if it's needed and don't know how to rid of it?
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Adding custom path to model file?
Hi guys, As a bit of back story I have the following path to my item and block textures and model files: textures: assets/<modid>/textures/items/dusts/ model: assets/<modid>/models/items/dusts/ And I'm trying to attempt to use the following code to register my model files: public void registerItem(ItemCT item) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation( item.getUnlocalizedName().substring(5), "inventory")); Now, in me doing this, if I put the following in my init class: registerItem(instances.alkaline); and run the game, I get the following error: [code[ java.io.FileNotFoundException: comtech:blockstates/dust_alkaline.json [/code] What that is telling me is that it's trying to look in the "blockstates" directory (which I do not have). So my question is: How do I tell forge to look in my models/items/dusts *or* ingots *or* usables *and so on*/? It looks as though forge places "blockstates/" into the middle of my string, so how can I do that? Thanks
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GC Overhead limit exceeded whilst decompilingMC?
I did the following: ~$./gradlew setupDecompWorkspace -P GRADLE_OPTS=-Xmx2048m /* and -Xmx3072m */ and I still got the exact same exception
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GC Overhead limit exceeded whilst decompilingMC?
Hi guys, So I've decided to give modding 1.8.9 a go with my old mod idea from way back. Now I've hit a bit of a problem when running the following command: ~$./gradlew setupDecompWorkspace I get the following error: > What went wrong: Execution failed for task ':decompileMc'. > GC overhead limit exceeded Here's my stack trace for the error: [ What is happening and how do I fix it? Thanks guys!
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[1.7.10][Forge]Generating Ores where sand is rather than stone?
So after changing coordY = random.nextInt(16); to coordY = random.nextInt(70); It works. All I have to do is sort out the rarity of it. Now, in other posts I've seen people try to do the following (which is psuedo-code): if block adjacent to oreBlock is not Block.water then return false; else return true; to get their sand block to spawn next to water?
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[1.7.10][Forge]Generating Ores where sand is rather than stone?
So I need to bump coordY = random.nextInt(16); to coordY = random.nextInt(50); for example?
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[1.7.10][Forge]Generating Ores where sand is rather than stone?
Hi guys, So I've come up trumps with this. I have a world gen class that can generate ores for me within stone blocks. But when I try to get it to generate in the sand blocks. Nothing happens. This is the offending class right now: WorldGenSand.java: And that doesn't work. At all. So my question is as follows: How could I adapt that class to generate my sand (ideally next to and under water)? Thanks guys!
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