Jump to content
View in the app

A better way to browse. Learn more.

Forge Forums

A full-screen app on your home screen with push notifications, badges and more.

To install this app on iOS and iPadOS
  1. Tap the Share icon in Safari
  2. Scroll the menu and tap Add to Home Screen.
  3. Tap Add in the top-right corner.
To install this app on Android
  1. Tap the 3-dot menu (⋮) in the top-right corner of the browser.
  2. Tap Add to Home screen or Install app.
  3. Confirm by tapping Install.

Zane49er

Members
  • Joined

  • Last visited

Everything posted by Zane49er

  1. Thanks, everything is working!
  2. I am now even more confused about how minecraft's Lightmaps work... This crashes the game (even without the use of ??? as an integer) Really, a 3d lightmap? or a strange integer in a float lightmap? ??????
  3. Ideally It'd have no texture, but I only saw the one format with light map... is there something I'm missing? Also, thanks a lot for the help. This is, indeed, a start... and often the math stuff is easier than the language stuff for me, so I expect most of the work is in that start.
  4. It's definitely rendering something now! I still don't get light maps or why they have stretched to infinity.
  5. this: still does nothing.
  6. I really just have no Idea how the vertexbuffer system works. what I meant by "how can I implement it?" was "how can I make the colored, fullbright, procedural model?" Vertexes = vertices = points, so how can color be for vertex and not face? where do I define the color? I'll try putting that just before the draw, but I don't know if that's right good point. thanks thanks how?
  7. I have been searching for a way to make the rifts in my mod look how I want them to for a very long time, and I think I've found it - a custom renderer! I want them to have the following properties: *Fulbright *any color *slightly procedural (explained later) My current code can be found here https://github.com/zane49er2/VMC , or in the spoiler. This code renders literally nothing, though. I copied it from 3 different places (chest, beacon, and internet) and 2 hours of research, so it might just be that I'm combining way too many methods into the same thing. By "slightly procedural" I mean that there will be a list of 'arms' in the TileEntity that is randomly generated. Those arms are what eventually want to render. I want the final product to look like a 3D crack in the sky from any angle. The closest thing I can think of in reality (or other mods) is a ball of lightning generated by tesla coil or something, but concentrated and larger in the center to look like glass cracking. Is this entirely stupid, or how can I implement it?
  8. I've tried adding a GUI, and attaching it to the tome. Nothing happens on a right-click Edit: the game crashes if the server tries running it, else nothing happens. I feel like this is becoming less "I have a problem, what do I do?" and more "are these even real problems?" Oh well, I still have questions at least. Also, the original purpose of this post (Redstone) is still not finished.
  9. I just tested the sphere effect, and it seems the size Is limited. I could render a radius of 1 or 2 blocks, but any higher than that and no particles are displayed. Edit: that was me being dumb and calculating a sphere twice, and only once dynamically. Now it works. Also, I've changed my mind about the NBT, I'll use it since there are 4 planned sizes, times 2 states is 8, times 2 possible power sources (different color fluid) is 16.
  10. Now I can see the particles, but I still don't know how to control them. this is one of the few blocks my mod will add that I don't want to have NBT or Blockdata, so I'd like to not use that, but using normal values doesn't seem to work. this may have to do with server and client. I also tried using the logic directly in the statement, which still didn't work.
  11. It's good to know that the problems I've been having in 1.10 aren't caused by my incompetence, but I don't understand what could be wrong here... Could settings in eclipse prevent things from working that aren't being carried over in the git? If I can't get it to work by messing with build paths and project directory by tomorrow I'll try just downloading my own mod. edit: that was it! after resetting the build path, everything is working, and I feel like I can actually start to get things done. Also, I think I've gotten suggestions from you 3 times to change my registry method, which I thought I did... I'll try again, though.
  12. https://github.com/zane49er2/VMC Thanks, I've (probably obviously) never actually used git repositories. The new one still has the confusion, but maybe less.
  13. https://github.com/zane49er2/Volkihar-for-MineCraft-Mod Sorry this is so confusing on GitHub, this project folder includes previous versions so that I can pull models, textures, or planning from them,
  14. package zane49er.VolkiharEchoes.init; import net.minecraft.block.Block; import net.minecraft.client.renderer.block.model.ModelResourceLocation; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraft.util.ResourceLocation; import net.minecraftforge.client.model.ModelLoader; import net.minecraftforge.fml.common.registry.GameRegistry; import zane49er.VolkiharEchoes.features.Destabilizer; import zane49er.VolkiharEchoes.features.Rift; import zane49er.VolkiharEchoes.features.Stabilizer; import zane49er.VolkiharEchoes.main.References; public class ModBlocks { public static Block destabilizer; public static void init() { destabilizer = new Destabilizer("destabilizer"); } public static void register() { registerBlock(destabilizer); } private static void registerBlock(Block block) { GameRegistry.register(block); ItemBlock item = new ItemBlock (block); item.setRegistryName(block.getRegistryName()); GameRegistry.register(item); } public static void registerRenders() { registerRender(destabilizer); } public static void registerRender(Block block) { //Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(item, 0, new ModelResourceLocation(References.MODID + ":" + item.getUnlocalizedName().substring(5),"inventory")); //ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(new ResourceLocation(References.MODID, block.getUnlocalizedName().substring(5)), "inventory")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory")); } } Unless I have to initialize the updatetick separately, I don't know how I could mess that up. The block Is working fine, it just won't make particles. I also recently tried literally copy + pasting the code from torches, still no result. package zane49er.VolkiharEchoes.features; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.item.Item; import zane49er.VolkiharEchoes.init.ModItems; public class ModTabUseful extends CreativeTabs{ public ModTabUseful(String name) { super("TabUseful"); } @Override public Item getTabIconItem() { return ModItems.riftReader; } } package zane49er.VolkiharEchoes.init; import net.minecraft.block.Block; import net.minecraft.creativetab.CreativeTabs; import zane49er.VolkiharEchoes.features.ModTabUseful; public class ModTabs { public static CreativeTabs useful; public static void init() { useful = new ModTabUseful("TabUseful"); } } This one has been giving me trouble since 1.7.
  15. I am trying to make a mod with rifts, which are vaguely like Thaumcraft's aura nodes. One block which will interact with the rifts is a destabilizer, which will allow multiblock-like crafting. This block should draw a sphere of particles above itself when powered, but when it is unpowered, just a tiny ball at the center, and drop some items, depending on the area around it. Currently, I am testing this with the fire particle when unpowered. Any code that is commented out I have tried both with and without in every combination. No particles are displayed. package zane49er.VolkiharEchoes.features; import java.util.Random; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.block.state.IBlockState; import net.minecraft.util.EnumFacing; import net.minecraft.util.EnumParticleTypes; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; import net.minecraftforge.fml.relauncher.Side; import net.minecraftforge.fml.relauncher.SideOnly; public class Destabilizer extends Block { public Destabilizer(String registryName) { super(Material.PISTON); setRegistryName(registryName); setUnlocalizedName(getRegistryName().toString()); setHardness(3.0f); } //@Override @SideOnly(Side.CLIENT) public void updateTick(World worldIn, BlockPos pos, IBlockState state, Random rand) { //if(!worldIn.isBlockPowered(pos)){ worldIn.spawnParticle(EnumParticleTypes.FLAME, (double)pos.getX(), (double)pos.getY()+5, (double)pos.getZ(), 0, 0, 0, new int[0]); //} } //@Override @SideOnly(Side.CLIENT) public void randomDisplayTick(IBlockState stateIn, World worldIn, BlockPos pos, Random rand) { //if(!worldIn.isBlockPowered(pos)){ worldIn.spawnParticle(EnumParticleTypes.FLAME, (double)pos.getX(), (double)pos.getY()+5, (double)pos.getZ(), 0, 0, 0, new int[0]); //} } } It seems that the randomDisplayTick is never being called. Also, I want to make the (fullbright) rifts change color based on their contents, but that's a future problem... Finally, creative tabs are not being created, and I don't understand why.
  16. Ah, that was one of the things I commented out, since there was only one. The model now works! The reason the light level didn't work is because it is a percentage, and maximum is 100%. The other (non-constructor) methods still are not called, but I know for sure why, and will work on them later. I was right - they didn't work because the override caused an error, because the super was missing. I really need to work with this more often, I've basically forgotten everything I learned.
  17. Duh... I feel bad now... I put // for comments... without the commented segments, and removing an unbalanced bracket, it still gives an error. This time, it cannot find a variant. I'm now in familiar, readable territory (I hope!) and can probably get stuff done. Edit: Nope, actually, the blockstate looks fine and all references point to correct locations
  18. It may be a problem with the state or model? BlockState: Model: edit: oh, I missed some - let me try fixing those (state has been updated, no effect) Log:
  19. I will update soon anyway, but I'm currently in 1.10, so that shouldn't be the issue. After changing to lowercase, same problem: name and inventory working, block not.
  20. Yay! I love it when I am wrong with scheduling. Anyway, it seems that tile. comes before vmc: so instead of vmc:tile.Rift, I get tile.vmc:Rift. I could just rearrange folders, but that seems silly... how can I re-reverse those? I have already reversed the lang file, but again, the modid being in the middle seems wrong.
  21. Actually, I made an assumption because of the names, the model is still broken. I switched the names to use the modid, but what would I need to rename in the assets? (I could salvage them) I cannot just rename the blockstate file, because files cannot have colons in their names. I also don't know how model resource locations work, so I can't change the registry. Also, the item model works perfectly, its just the block model that is broken. Finally, I am going to see this in 20 hours or so... again.
  22. I have switched everything to registry names, and the terrain generation is working, but the block's model is broken again. Also, the constructor is called, but the things in it seem to have no effect. the other classes are what are not called (like return item dropped, amount, and opaque cube) the model and names were fixed by adding substring(4) to the names, removing the modid.
  23. By using printlines, I checked whether or not those methods, and they don't even seem to be run at all. Thanks again for the formatting tip, but getRegistryName() returns a resource Location, should I use .toString()? Also, since there wan't much else I could think of to do, I started on world generation. getblock no longer exists since 1.7, so how do I check for a block?
  24. I have expanded the rift's properties more, and it seems that only specific things are even effecting the block, even though there are no errors or unique console outputs. The hardness is the only thing here that is working properly, other than the registry name and UL name.
  25. One last thing before I start a new post just for graphics: I can't seem to change the properties of my blocks and items. example: essence This does not allow the item to stack to 64. example: rift This does not give It light, or fix world-holes. Oh, and the game now launces, and shows the correct models/textures for everything.

Important Information

By using this site, you agree to our Terms of Use.

Configure browser push notifications

Chrome (Android)
  1. Tap the lock icon next to the address bar.
  2. Tap Permissions → Notifications.
  3. Adjust your preference.
Chrome (Desktop)
  1. Click the padlock icon in the address bar.
  2. Select Site settings.
  3. Find Notifications and adjust your preference.