
GameSlayar
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Everything posted by GameSlayar
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The problem with this is - I don't know whether I should feel guilty etc., since I'm basically copying Crayfish's code. It seems well written, and I couldn't have done it better myself. In terms of the modder community, would it be bad to copy a class or fragments of code from a class?
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Okay, so maybe I'm just being a complete derp, but I'd like to add a tooltip to my block: @Override @SideOnly(Side.CLIENT) public void addInformation(ItemStack stack, EntityPlayer playerIn, List tooltip, boolean advanced) { tooltip.add("§oIs §othat.. §ocoal §odust?"); } And I can't override this method because it belongs to #Item and my class is currently extending #Block . Do I have to create a special class in [mod].items and somehow use that?
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I was afraid of that. -le sigh- I'll try to make it, and I'll put my results back here - whether I'm successful or not.
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Okay - so I would have an intro of how I tried to make a sittable block but I got nothing. Could someone please guide me into making something like this - for a chair, for example.
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[1.8] [SOLVED] Help with right-clickable blocks
GameSlayar replied to GameSlayar's topic in Modder Support
Awesome - thanks again for your help -
[1.8] [SOLVED] Help with right-clickable blocks
GameSlayar replied to GameSlayar's topic in Modder Support
Last request. Promise. I'm now stuck on the World#setBlockState bit, simply because I don't know what to put for the state argument. worldIn.setBlockState(pos, /* I have no idea what goes here */); Should I have named the states in #getStateFromMeta ? Could you check through, maybe give me a hint as to what I'm doing wrong? @Override public IBlockState getStateFromMeta(int meta) { return getDefaultState().withProperty(LIT, meta == 0 ? false : true); } EDIT: Is this okay? worldIn.setBlockState(pos, getStateFromMeta(0)); DOUBLE EDIT: Awesome, everything works - thanks! -
[1.8] [SOLVED] Help with right-clickable blocks
GameSlayar replied to GameSlayar's topic in Modder Support
Thanks, my code has been corrected! Ah, and were you able to simplify this for me? -
[1.8] [SOLVED] Help with right-clickable blocks
GameSlayar replied to GameSlayar's topic in Modder Support
PS - EDIT: I think I've got it. Is this how it works? @Override public int getMetaFromState(IBlockState state) { Boolean type = (Boolean) state.getValue(LIT); if(type) { return(1); } else { return(0); } } -
[1.8] [SOLVED] Help with right-clickable blocks
GameSlayar replied to GameSlayar's topic in Modder Support
Thank you, but while your reply is probably well explained to most people, I can't help but have a little trouble understanding. In short, your last bullet point confuses me. Would you mind explaining it in terms a less skilled modder would understand? PS - In this method I'm confused about what I'm supposed to return exactly. @Override public int getMetaFromState(IBlockState state) { Boolean type = (Boolean) state.getValue(LIT); return type //Not sure how to return the metadata here } PPS - Sorry to be a pain in the ass -
[1.8] [SOLVED] Help with right-clickable blocks
GameSlayar replied to GameSlayar's topic in Modder Support
Well, here's my code for my block. It seems (as usual) that I forgot to put @Override before the method. But now it seems to work. Almost. Now the problem is that whenever I try to right click the block, it triggers #onBlockActivated twice. I end up with something like this in the console: //Me trying to right-click the block true false //Trying to click again true false Anyways, here's the actual block code: -
[1.8] [SOLVED] Help with right-clickable blocks
GameSlayar replied to GameSlayar's topic in Modder Support
In short, I want to create a campfire block that can be lit and extinguished by right clicking. I wasn't sure how to use #onBlockActivated since I couldn't actually right click the block in-game. So I assumed that to be right-clicked, a block must be/have a TileEntity . I hope I'm right in that regard. If not, please correct me. -
Forgive me if this isn't the right place to post this, but.. Can anyone teach me or point me towards a good tutorial for making TileEntities ? All of my Googling has proven fruitless and I want to play around with making said TileEntites .
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Aha! I was missing IBlockState state, ! Thanks so much, I was stressing so much over those silly particles EDIT: For anyone else having a similar problem, the code should have been:
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I remember creating a bit of code before that worked for my campfire block - I tried to recreate that code from memory and it seems to not work. Am I missing something? PS - The console shows no sign of the [i]System.out[/i] messages I put in, it's like randomDisplayTick isn't being run at all
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Nevermind, I figured out how without making drastic changes. Instead of rotating the blocks a bit, I moved some of them by 0.1 on some axes, to make sure none of them were on the same plane. Thanks for the suggestions though
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The thing with that is, I only have a choice of rotating by -45, -22.5, 0, 22.5, 45 Those are my only options for rotation, otherwise the block becomes unmodeled (pink and black checkerboard) If I did have more options, I would change all the laying-down logs to have a rotation of 1 each, but I can't
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I tried looking up some posts on z-fighting, but it proved unsuccessful. Could you perhaps tell me how I could solve this issue? I don't know how to make this model look like a campfire without the model blocks crossing over
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So, moving from one problem to the next, I found out that my custom campfire model had a few glitches where the logs crossed over each other. The textures would keep clipping through each other, making the entire thing look buggy. Hopefully someone can help?
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[1.8] [SOLVED] Transparent ground under custom model?
GameSlayar replied to GameSlayar's topic in Modder Support
Because I'm kinda new to modelling in MC, could you tell me how I would override Block#isOpaqueCube ? Would it be in any of the .JSON files or somewhere in the code itself? EDIT: Actually, I figured it out. It was in the code, under the block class. Thanks for your help! //For rendering of block underneath @Override public boolean isOpaqueCube() { return false; } //For correct lighting around the block @Override public boolean isFullCube() { return false; } -
So, I was playing around with models and it occured to me that making normal blocks was easy, so I decided to make a custom model. My problem is that the ground underneath the model is transparent, and I don't know why..?