
JoseluGames
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Everything posted by JoseluGames
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[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
JoseluGames replied to JoseluGames's topic in Modder Support
It's not supposed to have that much on the screen at the same moment as they will need to have other blocks surrounding them, but yes, once I released it I'll see the feedback -
[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
JoseluGames replied to JoseluGames's topic in Modder Support
https://gyazo.com/49253451408f3cfb495f87f9d85daea6 Don't seems like to much of a problem -
[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
JoseluGames replied to JoseluGames's topic in Modder Support
Yeah, but then I have to move each one individually when I animate it -
[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
JoseluGames replied to JoseluGames's topic in Modder Support
http://pastebin.com/kbebrB1K Ymov, Head1, Head2 and Head3 should NOT be colored, and I know it can be a bit of an overkill but it's the only way I can think this can be done as we don't have RenderLayers as with Entities -
[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
JoseluGames replied to JoseluGames's topic in Modder Support
Yeah, you use GL11.glColor3f(r, g, b) to change color and GLStateManager.resetColor() to change it back for the next rendering, but this change the color of all the model, so what I did to fix it is render the model two times, each with the textures that need to be colored or not like this: http://pastebin.com/Qy8SJVd4 -
[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
JoseluGames replied to JoseluGames's topic in Modder Support
So I just have to split the model right? No other option? As I said the model it's a bit complex and it'll help not to split it -
[1.10.2] ["SOLVED"] TE Model with "tinted" texture in some parts
JoseluGames replied to JoseluGames's topic in Modder Support
If you mean that it can change color in middle of the game yes, it will -
Hi everyone, I'm trying to figure out how to add color to some of the boxes of custom Model for a TileEntity, I can do GL11.glColor3f() on the renderTileEntityAt() method but that as you suppose tints all the model, I though of spliting the model on colorable/not coloreable models but some of the boxes are childs of anothers and It's going to be a mess, so, is there a way to tint some parts of the texture or to tint some parts of the model??
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[Solved] Finding coordinates from an outline
JoseluGames replied to xilef11's topic in Modder Support
I could answer the third, simply take the position of the marker with lower x and z coords, do a for loop until you arrive to the coords of the marker with the highest coords (If that's the question) -
[1.10.2] [Solved] Saving TileEntity data
JoseluGames replied to JoseluGames's topic in Modder Support
Changed to 1 and still not working -
[1.10.2] [Solved] Saving TileEntity data
JoseluGames replied to JoseluGames's topic in Modder Support
Got NBT setted up but they don't seem to work, this is my code for the TileEntity: http://pastebin.com/CLGnjvwV And the log when I load a world (System prints around lines 7-9 and 77-86): http://pastebin.com/ueuFZpFy -
So I want to save the data for a TileEntity, just a couple integers and a boolean, first time trying with goals of success to save the data with NBT, but, should I use them? Or the new Capabilities system is the way to go for storing TileEntities data?
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What's the best way to generate a central biome feature?
JoseluGames replied to Siubijeni's topic in Modder Support
You can probably take a look at the Twilight Forest source mod if you didn't https://github.com/Benimatic/twilightforest , maybe you will find the way Benimatic does it -
Ok, so after some research I created the functions for the packets in the TileEntityMiner (http://pastebin.com/1bqDyQHY), but for calling the block to update the only functions I see surfing on the web doesn't exist in 1.10.2. Wich function do I have to use to mark it to update? Or where should I start searching
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Been some days trying to figure how to get a value that updates every tick from a TileEntity to set the rotation of a model. Tried many this and no one worked, maybe is just that I'm dumb but I can't solve it. When I print the TileEntity is always the same, without the updated value. This is my code: For the TileEntityMiner: http://pastebin.com/jSR0563K For the TESRMiner: http://pastebin.com/keFK7pSc
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[1.10.1] Set block custom state failing
JoseluGames replied to JoseluGames's topic in Modder Support
Ok, I'm an idiot, I was initializing the value of the block with the wrong class, I was overthinking the error . Thanks diesieben07!!!! -
When I try to spawn a block it throws an error in the console telling the property doesn't exist in the BlockStateContainer java.lang.IllegalArgumentException: Cannot set property PropertyEnum{name=soil, clazz=class com.jlgm.projfact.block.BlockOreCluster$EnumType, values=[grass, dirt, stone, gravel, sand]} as it does not exist in BlockStateContainer{block=jlgm_projfact:oreCluster, properties=[]} This is the line I use to spawn it: world.setBlockState(newPos, ProjFactBlock.oreCluster_Block.getDefaultState().withProperty(BlockOreCluster.SOIL, BlockOreCluster.EnumType.GRASS), 2); And this my Block code: Been trying to fix it for two days with no success... Help! :'(
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I added some achievements examples, soon I will add the explanation part to the Wiki
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Send a push request to the repo and I will rearrange it
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I added a Wiki were I will put the explanation of the code (If something could be improved on it post an Issue) and I added a Creative Tab and a simple block with the new way to registry blocks.
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https://raw.githubusercontent.com/JoseluGames/MinecraftModdingDoneRight/mc-1.10/src/main/resources/assets/jlgm_mmdr/logo/jlgm_MMDR_Logo.png[/img] Hello to everyone!! First of all before you read anything you need to know something: I'm not a native english speaker so sorry if I write something wrong The other day I was playing with forge modding (I have some experience doing it even though I just published one mod) and as always I wanted to search tutorials for the new versions to see the things that changed and the way that other modders have to sort their files. After some research I went to the forge source code and saw some functions used in the tutorials that were deprecated so I thought "Why not to make a mod example that uses the latest functions in forge in a good manner?". And that is why I'm here, say hello to the "MinecraftModdingDoneRight Project" (Or MMDR Project). What is the MinecraftModdingDoneRight Project? The MMDR Project is a GitHub repo with the source of an example mod that (Aims to) be the one of reference. To achieve this I want the Forge Community to (If they want) help me. How you can help? You can create a Pull Request to the GitHub repo or create an Issue. Where should you do it? I set up a GitHub repo here: https://github.com/JoseluGames/MinecraftModdingDoneRight Any suggestions will be appreciated