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sblectric

Forge Modder
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Everything posted by sblectric

  1. When I save and exit, then come back into my dimension, before the world loads, I am greeted with the following crash: http://pastebin.com/31NxFvwx The crash seems to happen when the world tries to check unloaded chunks for lava for whatever reason. If I delete the dimension folder and reload it, it works perfectly fine. What is even happening?
  2. Your build.gradle file comes with a script by default that will automatically replace these placeholders with the version you set for the mod and the version of Minecraft it is for.
  3. On a side-note, this is ending up being a lot less hacky than my 1.7 code was to get the textures...
  4. Ah, OK. Thank you so much! This was giving me a headache! Now I'm getting textures! TextureAtlasSprite{name='minecraft:items/seeds_wheat', frameCount=1, rotated=false, x=32, y=288, height=16, width=16, u0=0.06251953, u1=0.09373047, v0=0.56251955, v1=0.59373045}
  5. Strange, I get an output like this: TextureAtlasSprite{name='missingno', frameCount=1, rotated=false, x=0, y=0, height=16, width=16, u0=6.25E-4, u1=0.999375, v0=6.25E-4, v1=0.999375} Could it be that I have to do this on a model bake event and not post-init?
  6. I've tried that, IBakedModel is useless, since for normal items, getItemModel(<itemStack>) will return an instance of the built-in model, which implements IBakedModel. The built-in model returns null for pretty much all of the IBakedModel methods, and even if it didn't, IBakedModel does not reference any useful textures.
  7. If I could get the ModelResourceLocation from an item stack, that would solve my problems. Unfortunately, it seems that items and models are not very well connected.
  8. I don't know why I'd need to bake, since I'm not rendering a texture on the block, just tinting it (I already have this part working). I just need to be able to access either the ItemStack's texture filepath or its corresponding TextureAtlasSprite. (btw, every non-block item, modded or vanilla is supported to be craftable to the block). Basically, I just need to get the average color of an item's icon dynamically.
  9. Hi, I'm working on updating my my mod, Everything Blocks (http://minecraft.curseforge.com/projects/everything-blocks), from 1.7.10 to 1.8.9. One feature of the mod is that it takes the average color of an ItemStack's icon and tints the block to match. In 1.7, I could get the file names of these textures with registerIcons() and then load them into an image buffer and average the pixels. However, in 1.8, there is no such functionality. I've looked into the ItemModelGenerator class, and I see how vanilla accesses texture pixels to make a 3D model. However, I do not have access to any instance of ModelBlock to help me. Any ideas? EDIT: Solved thanks to diesieben07!
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