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Everything posted by Dylem

  1. Well, I'll let you take a quick look at this class for ideal model registration (credit : choonster) : https://github.com/Choonster-Minecraft-Mods/TestMod3/blob/4ee9f6de57453c7c28893bd655960662593ff96c/src/main/java/choonster/testmod3/client/model/ModModelManager.java
  2. Well, I made it this way and it worked so I didn't look further, but it's probably better using the events anyway, you are right.
  3. Simply : @Override public void init(FMLInitializationEvent event) { super.init(event); ItemModelMesher mesher = Minecraft.getMinecraft().getRenderItem().getItemModelMesher(); YourClass.initClient(mesher); }
  4. Hey, I hope this will help you : @SideOnly(Side.CLIENT) public static void initClient(ItemModelMesher mesher) { Item item = Item.getItemFromBlock(YOUR_BLOCK); ModelResourceLocation model = new ModelResourceLocation("modName:" + "blockName", "inventory"); ModelLoader.registerItemVariants(item, model); mesher.register(item, 0, model); } Note : this needs to be called from your ClientProxy class, from the FMLInitializationEvent event.
  5. do you know about loops ? pretty sure you could write all these generate lines in 7-8 lines with a loop...
  6. I don't say that you need to do the same, but I really like @Choonster way of handling items here is his file on github : github.com
  7. Literally took me 5 seconds to find one, how hard is that ? ... What I found : youtu.be/HavdUbjN5vs
  8. I'm trying to embellish the well structure, and I didn't find an other way to achieve that than extending village to spawn my blocks on village spawn, then find the well and modify it. This is how I get X and Z : public static Welllus createPiece(StructureVillagePieces.Start start, int type, Random rand) { int x = start.getBoundingBox().minX; int z = start.getBoundingBox().minZ; EnumFacing facing = EnumFacing.EAST; StructureBoundingBox sbb = StructureBoundingBox.getComponentToAddBoundingBox(x, 64, z, 0, 0, 0, 4, 3, 4, facing); return new WellPlus(start, type, rand, sbb, facing); } I hope it is more clear now. The problem is I can get the Y position in addComponentParts, but it means I need to modify the bounding box previously created and it's not working properly that way (and not optimized either). I call createPiece from my handler there : @Override public Village buildComponent(PieceWeight villagePiece, Start startPiece, List<StructureComponent> pieces, Random random, int p1, int p2, int p3, EnumFacing facing, int p5) { return WellPlus.createPiece(startPiece, p5, random); } Note : Sorry if I'm not clear, english is my 3rd language
  9. Well, if I could understand how it spawns, I could get it without world. I'm searching mostly for a function about villages (the well is the village start point but when i request start height it also tells me 64).. I found an other method to get it without world, with average ground level of village and then check for blocks but its a bit too tricky
  10. Let me precise that my goal is to find the height without having access to world, because I need it in a function that doesn't take World as argument. For now I do it like that (but as I said this does only work in functions that take World as parameter): worldIn.getHeight(X, Z)
  11. Next time just type "Ctrl + Maj + T" then "ItemBow" to open the class, and type "Ctrl + F" then "event" to find it, takes 2 seconds !
  12. Hello, I was wondering how Minecraft spawns well on ground level, as it is just spawned with minY = 64 and maxY = 78 Source from StructureVillagePieces.Well : this.boundingBox = new StructureBoundingBox(x, 64, z, x + 6 - 1, 78, z + 6 - 1); Does anyone have any idea about it ?
  13. Dylem

    [java] code

    Hello, I wondered why the french forge forum had the [java][/java] code and we don't have it here ?
  14. There is an example on how to do this here
  15. For your first question, you could override EntityLivingBase's onEntityUpdate
  16. Guys, what the hell is this ? Did they just include an iframe of your site as background for their swindle ?! http://minecraftforge.getvip.top/
  17. Dylem


    It should be in your CommonProxy, not ServerProxy
  18. oh right thank you, will just put a randomizer for the uv so the texture will change over time
  19. New problem, it works only if my texture is full color I had a red cube and it works fine, but now that I put a real blood-like texture it doesn't work anymore EDIT : To be exact, it takes the color of the pixels in the center of my texture EDIT 2 : Maybe I should make a model file and set the size of the texture there ?
  20. Oh my god. My texture just didn't have the good size. Thank you so much, and fuck me searching for hours when it was just that.
  21. I don't know, it looks good on my screen. Guess I just upload it on imgur : (source : http://i.imgur.com/wzfuSSF.png)
  22. Hello there, I've got my sphere renderer work good, but the texture is not showing up. Here is my code (The function to render the sphere is called before bindTileEntitySpecialRenderer) : http://pastebin.com/PAm3wajE And what it looks like (as you can see, it's just black and should have a texture) :
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