Melonslise
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Everything posted by Melonslise
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How do I see what data the ItemLayerModel supports? As in what type it takes in the constructor? How do I customize the blockstate json? From what I've seen the blockstate json only supports blockstate properties.
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Alright, so how does the ICustomModelLoader detect if the model (json?) is able to be loaded? What happens if there are no ICustomModelLoaders that can load the model? I thought blockstates were related to blocks only. How do I create a single blockstate json for all my texture combinations? I actually want to use the vanilla ItemLayerModel class for my model, it already has an ICustomModelLoader implementation.
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Also will I still need to create separate jsons for all my combinations?
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What would be the best way to create a layered model? Can I just instantiate ItemLayerModel with a list of all the textures I'd like to combine or is that not how it works? If it does work then how do I assign the instance to an item from an ItemMeshDefinition? Looks like it only returns ModelResourceLocations and not models. I'm sorry if these questions are quite simple, but I'm really struggling to understand how the whole model system in Minecraft works.
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Alright, thanks. Do you know what happened to IItemRenderer and if there's any replacement for it?
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Alright, what if I want to combine multiple textures into one and use it as a variant? Do I use ItemMeshDefinition? If so, then how?
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Oh, I see. So the model cannot be changed real-time if I use ItemMeshDefinition.
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What about MeshDefinition? I've found some mods that use MeshDefinition to apply different textures to items.
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Thanks for the answer! What's the difference between IModel / IBakedModel / ICustomModelLoader? Are there any examples of these in forge?
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1. How do I overlay text and a texture over an item texture every second? I'm trying to make a cooldown type of overlay over my item. 2. Can I add variation (different textures) to my item's texture every time it's created? How do I combine multiple textures into one model?
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[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Incredible. Now everything is working. Thanks a lot to you! You deserve a place in the credits list of my mod. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Ok, I added the build.gradle file. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Tell me which files you need and I'll upload them for you. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
I haven't compiled the mod so far so I'm currently using the default build.gradle from the latest 1.10 forge. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Here's the repo. Check the 'Alpha-1.10' branch. Remember, though, the update is a heavy wip so you might see very unoptimized/retarded code in some places. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Alright, it will take a while, though. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Still getting an error. Still looks like it has problems with nbt. I added a print and looks like it's writing nbt 2 times. Once it writes the correct value and the second time it writes null. Why so? -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
What do I use then? A random number? -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
I thought I was already registering the key in both my constructors. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
I thought the DataManager synced the client and server. Since I'm already setting the key on the server, shouldn't it sync to the client as well? -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Alright, but as I said, if I create a player field to set the key, it will be null on client and I don't know any way to fix that. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Are you sure? But even if the issue really is caused by a null in the ID key, I can't register the DataManager on the client otherwise. If I try to create a player field, it will be null on the client. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Isn't the log pointing at the read/write nbt method, though? -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
I added prints to the read/write nbt methods to check if I was writing/reading a null UUID, however you can see from the log that it's reading/writing an existing value. -
[SOLVED] [1.10] Client spawns two entities
Melonslise replied to Melonslise's topic in Modder Support
Surprisingly it worked. I had to register the key with a null value, though. Now I'm getting a crash after shooting the entity, quitting and reloading. I have no idea why since my prints tell me that my uuid value is not null.