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Jemmerl

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Everything posted by Jemmerl

  1. Okay, for anyone else reading this, I updated from 1.9 to 1.9.4, and the only changes I have noticed and made are that items, blocks, and materials must be all CAPS.
  2. Eesh, do I have to update my forge? My files are in a forge mdk... If I have to reinstall it and redecompile it, can I save all my files...? I would assume I could just copy paste...
  3. Okay! Thankyou. I will look into updating to 1.9.4... I don't think much changes, but am I correct in saying my materials and blocks must be all caps?
  4. I am working on a mod for minecraft version 1.9 (any tips for prev. versions work too, as the formats are relatively the same) using eclipse, and I would like to add a model that connects to itself like glass panes. The issue is, the least complicated way I could think of doing it requires me to make 6! (720) separate models. A better example than this would be any of the wires seen in tech mods. My model is about that size and does not touch block borders. I am using MrCrayfish's model maker. Is there a simple solution I am missing? Anything helps! ~Jemmerl
  5. I did. It recommended putting everything in one class... Therefore, the rest of my mod was built that way. It offered no explanation of why to do what it said, nor can I find any.
  6. Okay, I have atleast recreated the block entirely inside its own class- it appears in game... but guess what, still no texture. So, here is my new script: (I have the funny feeling I have screwed something up miserably.) package com.jemmerl.meimet.init; import com.jemmerl.meimet.MeigmaMetallou; import com.jemmerl.meimet.Reference; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.properties.IProperty; import net.minecraft.block.properties.PropertyDirection; import net.minecraft.block.state.BlockState; import net.minecraft.block.state.IBlockState; import net.minecraft.client.Minecraft; import net.minecraft.client.resources.model.ModelResourceLocation; import net.minecraft.entity.EntityLivingBase; import net.minecraft.item.Item; import net.minecraft.util.BlockPos; import net.minecraft.util.EnumFacing; import net.minecraft.world.World; import net.minecraftforge.fml.common.registry.GameRegistry; public class alloy_furnace extends Block{ public static Block alloy_furnace; public static void register() { GameRegistry.registerBlock(alloy_furnace, alloy_furnace.getUnlocalizedName().substring(5)); } public static void registerRenders() { registerRender(alloy_furnace); } public static void init(){ alloy_furnace = new Block(Material.rock).setUnlocalizedName("alloy_furnace").setCreativeTab(MeigmaMetallou.tabMeimetMisc); } public static final PropertyDirection FACING = PropertyDirection.create("facing", EnumFacing.Plane.HORIZONTAL); public alloy_furnace() { super(Material.rock); setCreativeTab(MeigmaMetallou.tabMeimetMisc); setUnlocalizedName("alloy_furnace"); this.setDefaultState(blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH)); } @Override public IBlockState getStateForEntityRender(IBlockState state) { return getDefaultState().withProperty(FACING, EnumFacing.SOUTH); } @Override public IBlockState getStateFromMeta(int meta) { EnumFacing facing = EnumFacing.getFront(meta); if(facing.getAxis()==EnumFacing.Axis.Y) { facing=EnumFacing.NORTH; } return getDefaultState().withProperty(FACING, facing); } @Override public int getMetaFromState(IBlockState state) { return ((EnumFacing) state.getValue(FACING)).getIndex(); } @Override protected BlockState createBlockState() { return new BlockState(this, new IProperty[]{FACING}); } @Override public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer) { return getDefaultState().withProperty(FACING, placer.getHorizontalFacing().getOpposite()); } public static void registerRender(Block block) { Item item = Item.getItemFromBlock(block); Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(Reference.MOD_ID + ":" + item.getUnlocalizedName().substring(5), "inventory")); } }
  7. My block is using a custom model made with Opl's model maker. I am worried that that itself, how it formatted the model in the script, might be making some texture issues for me. Also, in my attempt is move everything to one class- I have deleted the block. Trying to fix it right now.
  8. Oh, okay. It is going to have a custom gui too, so i guess a separate class would be useful! I have the feeling that it is simply the model creator that I used that is giving me heck with the texture. What do you use?
  9. Clarifying, would I need to remove all the script from my block class if I wanted to create a separate class for this one block. The way I have been setting up, all my blocks have been in one class.
  10. Ah. Thankyou. I will ty and say if it works!
  11. 1. Sorry about that, how do I use hiddens? 2. I tried that. It turns into a missing texture block. No clue why. I have done exactly what you just posted.
  12. Is this what you are looking for? (It has many other blocks registered in it, so i cut them out. Along with the end }) public class meiMetBlocks { public static Block alloy_furnace; public static void init() { alloy_furnace = new Block(Material.rock).setUnlocalizedName("alloy_furnace").setCreativeTab(MeigmaMetallou.tabMeimetMisc); public static void register() { GameRegistry.registerBlock(alloy_furnace, alloy_furnace.getUnlocalizedName().substring(5)); public static void registerRenders() { registerRender(alloy_furnace);
  13. I have made a model of a 'furnace' using Opl's Model Creator and uploaded it to my mod. The model works fine, but when I try to edit the script to allow it to rotate based on where it is placed, it turns into missing texture block. It will not accept even me setting it to a parent, returns missing texture. Also, side note: The particles are missing texture too, and any changes to fix, is rejected. Any thing helps! Blockstate (as of right now, unedited for rotation (no variants)) { "variants": { "normal": {"model": "meimet:alloy_furnace"} } } Model (same as blockstate) If this looks like too much in a comment, say so. I will put it in a pastebin and edit the post. { "ambientocclusion": false, "textures": { "furnace_front_off": "blocks/furnace_front_off", "furnace_side": "blocks/furnace_side", "brick": "blocks/brick", "furnace_top": "blocks/furnace_top", "nether_brick": "blocks/nether_brick", "stone": "blocks/stone" }, "elements": [ { "from": [0,0,11], "to": [16,16,16], "faces": { "up": { "texture": "#furnace_top" }, "down": { "uv": [0,16,16,11], "texture": "#furnace_top" }, "west": { "texture": "#brick" }, "east": { "uv": [16,0,11,16], "texture": "#brick" }, "north": { "texture": "#nether_brick" }, "south": { "texture": "#furnace_side" } } }, { "from": [12,0,0], "to": [16,16,11], "faces": { "up": { "texture": "#furnace_top" }, "down": { "uv": [12,11,16,0], "texture": "#furnace_top" }, "west": { "texture": "#nether_brick" }, "east": { "uv": [11,0,0,16], "texture": "#brick" }, "north": { "uv": [16,0,12,16], "texture": "#furnace_side" } } }, { "from": [0,0,0], "to": [4,16,11], "faces": { "up": { "texture": "#furnace_top" }, "down": { "uv": [0,11,4,0], "texture": "#furnace_top" }, "west": { "texture": "#brick" }, "east": { "texture": "#nether_brick" }, "north": { "uv": [4,0,0,16], "texture": "#furnace_side" } } }, { "from": [4,0,0], "to": [12,8,11], "faces": { "up": { "texture": "#nether_brick" }, "down": { "uv": [4,11,12,0], "texture": "#furnace_top" }, "west": { "texture": "#brick" }, "east": { "uv": [16,8,0,16], "texture": "#brick" }, "north": { "uv": [11,8,5,16], "texture": "#furnace_side" } } }, { "from": [4,13,0], "to": [12,16,11], "faces": { "up": { "texture": "#furnace_top" }, "down": { "texture": "#nether_brick" }, "north": { "texture": "#furnace_side" } } }, { "from": [4,12,1], "to": [6,14,12], "faces": { "down": { "texture": "#nether_brick" }, "west": { "texture": "#furnace_side" }, "east": { "texture": "#nether_brick" }, "north": { "texture": "#nether_brick" } } }, { "from": [10,12,1], "to": [12,14,12], "faces": { "down": { "texture": "#nether_brick" }, "west": { "texture": "#nether_brick" }, "east": { "texture": "#furnace_side" }, "north": { "texture": "#nether_brick" } } } ] }
  14. Ok, thankyou! As long as I know it is possible, I can figure it out!
  15. I am working on a special furnace that allows you to customize the properties of ingots. My issue is, I am wondering if it is possible to have new items be created ingame- like Tinker's Construct. They will have their own material, and when crafted with other ingots of their same type, will be able to create armour and tools. Is this possible, maybe using a variable and base item?
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