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Delupara

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Everything posted by Delupara

  1. Right I've been looking for this for a very long time now. Unfortunately all I'm seeing is outdated stuff. Where can I learn more about rendering both Items, block and entities? everything from Getting textures using resourcelocation to getitemmodelmesher to even custom renders. I seriously need some documentation if I want to do anything fancy.
  2. aye lmao thanks 4 the tip fam
  3. I've programmed in java for around 3 years, I'm pretty sure with method chaining is. did I said preinit()? my bad, that would be pretty pointless since variable are block inclusive, they dont exist beyond methods. I meant to say that I have them in a separate extended item class. my bad. Regardless that doesn't answer my question much, using that variable isn't really using the registry name. So what or when would you use the registry name (You did answer most of it, this is just for curiosity's sake)
  4. I might cause a major facepalm here but, When would you usually pull said registry name. I make reference to my items by calling a static item variable in preinit like this: public static Item ModItem = new Item().setUnlocalizedname("blahblah") I've used those variables in all my classes using them and nothing nefarious happened.
  5. I don't know the difference between the two. What is an unlocalized name and where is it used? Same thing for Registry name.
  6. I appreciate the dedication. So Really I don't need to add a dependencies since it's just a simple item model. I only have 1 texture on my item so I make return that? On the baked method a couple more questions arises in order to know what to use it in: what's the vertex format I need to pass it in It? for the IModelState can I just pass in whatever getdefaultstate returns (Ie, TRSTransformation since it seems to implement IModelState)? I've looked at TRSRTransformations and I see a lot vertex, quat and matrix. In my 4 years of java dev I've never even touched those, can someone explain me a little? Do I need to make a change there to make a custom Action or I can simply return the default?
  7. I appreciate the dedication. So Really I don't need to add a dependencies since it's just a simple item model. I only have 1 texture on my item so I make return that? On the baked method a couple more questions arises in order to know what to use it in: what's the vertex format I need to pass it in It? for the IModelState can I just pass in whatever getdefaultstate returns (Ie, TRSTransformation since it seems to implement IModelState)? I've looked at TRSRTransformations and I see a lot vertex, quat and matrix. In my 4 years of java dev I've never even touched those, can someone explain me a little? Do I need to make a change there to make a custom Action or I can simply return the default?
  8. Okay, Let's see what are the issues that I have to be specific. On the interface IModel: in thegetdependencies method, it says "Returns all model locations that this model depends on.", What are those "model locations", Im not sure what to return in the gettextures method, Do I make it return the texture to my item? I only have 1 texture. on the bakemethod I do not understand anything of what it mentions: what do they mean by texture coordinates? List<BakedQuad> .... whats bakedquad? Where is the getformat method coming from? [*]On getdefaultstate method what do I put in there? The IModelState interface only contains 1 method and I have no idea what to do with it. [*]How do I bake this "Imodel" into a IBakedModel? The Bake method only returns a IFlexibleBakedModel That's the IModel class alone. I got plenty more where that came from. I'm so sorry for asking all those questions I'm just starting out learning forge.
  9. Okay, Let's see what are the issues that I have to be specific. On the interface IModel: in thegetdependencies method, it says "Returns all model locations that this model depends on.", What are those "model locations", Im not sure what to return in the gettextures method, Do I make it return the texture to my item? I only have 1 texture. on the bakemethod I do not understand anything of what it mentions: what do they mean by texture coordinates? List<BakedQuad> .... whats bakedquad? Where is the getformat method coming from? [*]On getdefaultstate method what do I put in there? The IModelState interface only contains 1 method and I have no idea what to do with it. [*]How do I bake this "Imodel" into a IBakedModel? The Bake method only returns a IFlexibleBakedModel That's the IModel class alone. I got plenty more where that came from. I'm so sorry for asking all those questions I'm just starting out learning forge.
  10. Again, I think I missed a step or something because it's not clicking by any means.
  11. Again, I think I missed a step or something because it's not clicking by any means.
  12. I'm new to forge , or modding in a general sense however I know all of the basics. This is not anything near what I know. I know what a model is but I don't know a lot of the things you said. Especially the "baked" portion. Sorry if I am missing the obvious or something
  13. I'm new to forge , or modding in a general sense however I know all of the basics. This is not anything near what I know. I know what a model is but I don't know a lot of the things you said. Especially the "baked" portion. Sorry if I am missing the obvious or something
  14. all though that does give me a start where should I even use it in? Do I implement it in my item class? What exactly do I do with it? Any good example or documentation?
  15. all though that does give me a start where should I even use it in? Do I implement it in my item class? What exactly do I do with it? Any good example or documentation?
  16. I want a custom EnumAction, One that looks similar to both a bow action and a food/drink action. That would require overriding ItemRenderer though, because this is where the whole thing happens. Is there a good way to do this?
  17. I want a custom EnumAction, One that looks similar to both a bow action and a food/drink action. That would require overriding ItemRenderer though, because this is where the whole thing happens. Is there a good way to do this?
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