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Melonslise

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Everything posted by Melonslise

  1. 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.
  2. 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.
  3. Also will I still need to create separate jsons for all my combinations?
  4. 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.
  5. Alright, thanks. Do you know what happened to IItemRenderer and if there's any replacement for it?
  6. 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?
  7. Oh, I see. So the model cannot be changed real-time if I use ItemMeshDefinition.
  8. What about MeshDefinition? I've found some mods that use MeshDefinition to apply different textures to items.
  9. Thanks for the answer! What's the difference between IModel / IBakedModel / ICustomModelLoader? Are there any examples of these in forge?
  10. 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?
  11. Incredible. Now everything is working. Thanks a lot to you! You deserve a place in the credits list of my mod.
  12. Ok, I added the build.gradle file.
  13. Tell me which files you need and I'll upload them for you.
  14. I haven't compiled the mod so far so I'm currently using the default build.gradle from the latest 1.10 forge.
  15. 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.
  16. Alright, it will take a while, though.
  17. 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?
  18. What do I use then? A random number?
  19. I thought I was already registering the key in both my constructors.
  20. 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?
  21. 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.
  22. 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.
  23. Isn't the log pointing at the read/write nbt method, though?
  24. 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.
  25. 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.
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