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dumplings in cutlet

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Everything posted by dumplings in cutlet

  1. I tried to record in the proxy init and preInit, but nothing happened, only just missing model in hand. public static void registerRender(Block block) { ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory")); }
  2. I heard from direwolf20 that great chicken bones will not release not that true?
  3. I tried using ModelLoader method, but I could not call him. I tried to call him, but could not find where it should be called.
  4. When I made this way: Minecraft.getMinecraft().getRenderItem().setCustomModelResourceLocation().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory")); He became red highlight as an error: .setCustomModelResourceLocation()
  5. public static Block Head = new BlockHead(); public static void init() { GameRegistry.register(Head); } public static void initRender() { registerRender(Head); } public static void registerRender(Block block) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory")); }
  6. Unfortunately the unit still does not have a model. I have noticed that some methods look as outdated, and that's just in my class in grade stove cover those practices look normal.
  7. What's the worst thing that a simple model is displayed normally, but with turns not want , can json model can not rotate, no nonsense said full ...
  8. Block class public class BlockHead extends Block { public BlockHead() { super(Material.WOOD); setRegistryName("Head"); setUnlocalizedName("head"); setCreativeTab(DECreativeTab.DE_tabBlocks); GameRegistry.register(this); GameRegistry.register(new ItemBlock(this), this.getRegistryName()); this.setDefaultState(this.blockState.getBaseState().withProperty(FACING, EnumFacing.NORTH)); } public boolean isOpaqueCube(IBlockState state) { return false; } public boolean isFullCube(IBlockState state) { return false; } public static final PropertyDirection FACING = BlockHorizontal.FACING; private static boolean keepInventory; public boolean canPlaceBlockAt(World worldIn, BlockPos pos) { return worldIn.getBlockState(pos).getBlock().isReplaceable(worldIn, pos) && worldIn.getBlockState(pos.down()).isSideSolid(worldIn, pos, EnumFacing.UP); } public IBlockState withRotation(IBlockState state, Rotation rot) { return state.withProperty(FACING, rot.rotate((EnumFacing)state.getValue(FACING))); } public IBlockState withMirror(IBlockState state, Mirror mirrorIn) { return state.withRotation(mirrorIn.toRotation((EnumFacing)state.getValue(FACING))); } public IBlockState onBlockPlaced(World worldIn, BlockPos pos, EnumFacing facing, float hitX, float hitY, float hitZ, int meta, EntityLivingBase placer) { return this.getDefaultState().withProperty(FACING, placer.getHorizontalFacing().getOpposite()); } public IBlockState getStateFromMeta(int meta) { return this.getDefaultState().withProperty(FACING, EnumFacing.getHorizontal(meta)); } public int getMetaFromState(IBlockState state) { return ((EnumFacing)state.getValue(FACING)).getHorizontalIndex(); } protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {FACING}); } } blockstates { "variants": { "facing=south": { "model": "DecorativeExpansion:Head" }, "facing=west": { "model": "DecorativeExpansion:Head", "y": 90 }, "facing=north": { "model": "DecorativeExpansion:Head", "y": 180 }, "facing=east": { "model": "DecorativeExpansion:Head", "y": 270 } } } Model { "parent": "block/block", "ambientocclusion": false, "textures": { "particle": "blocks/glass", "glass": "blocks/glass", "obsidian": "blocks/obsidian", "beacon": "blocks/beacon" }, "elements": [ { "__comment": "Glass shell", "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "up": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "north": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "south": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "west": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" }, "east": { "uv": [ 0, 0, 16, 16 ], "texture": "#glass" } } }, { "__comment": "Obsidian base", "from": [ 2, 0.1, 2 ], "to": [ 14, 3, 14 ], "faces": { "down": { "uv": [ 2, 2, 14, 14 ], "texture": "#obsidian" }, "up": { "uv": [ 2, 2, 14, 14 ], "texture": "#obsidian" }, "north": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" }, "south": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" }, "west": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" }, "east": { "uv": [ 2, 13, 14, 16 ], "texture": "#obsidian" } } }, { "__comment": "Inner beacon texture", "from": [ 3, 3, 3 ], "to": [ 13, 14, 13 ], "faces": { "down": { "uv": [ 3, 3, 13, 13 ], "texture": "#beacon" }, "up": { "uv": [ 3, 3, 13, 13 ], "texture": "#beacon" }, "north": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" }, "south": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" }, "west": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" }, "east": { "uv": [ 3, 2, 13, 13 ], "texture": "#beacon" } } } ] }
  9. When I try to make a turn to the block with the model he lost model and texture. But when I remove the options, turn the unit rendered properly, the model and texture.
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