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Kokkie

Forge Modder
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Everything posted by Kokkie

  1. Hello, How can I make a multilayer block model? With that I mean I specify the texture of layer 1 and layer 2 and layer 2 gets rendered on top of layer 1. I've tried: { "parent": "block/cube_all", "textures": { "all": "blocks/stone", "overlay": "dgm:blocks/cheese_ore" }, "elements": [ { "from": [ 0, 0, 0 ], "to": [ 16, 16, 16 ], "faces": { "down": { "texture": "#overlay", "cullface": "down" }, "up": { "texture": "#overlay", "cullface": "up" }, "north": { "texture": "#overlay", "cullface": "north" }, "south": { "texture": "#overlay", "cullface": "south" }, "west": { "texture": "#overlay", "cullface": "west" }, "east": { "texture": "#overlay", "cullface": "east" } } } ] } But that only renders the overlay and the transparency in it white. Then I tried making the block opaque etc. and that ended up making the transparency transparent without the other layer: public class CheeseOre extends Block { public CheeseOre(Material materialIn) { super(materialIn); } @Override @SideOnly(Side.CLIENT) public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.CUTOUT; } @Override public boolean isFullCube(IBlockState state) { return false; } @Override public boolean isOpaqueCube(IBlockState state) { return false; } } So how can I do it?
  2. Kombat Kitten you can look at your browser history (if it is safe to look at right now ( ͡° ͜ʖ ͡°))
  3. I think the code to make it explode is in the bed class, probably in on activated.
  4. Haven't watched it but this should be what you're looking for
  5. Isn't there a motion field in Entity(Living)?
  6. Slightly of topic here, why is your package only Entity404? Naming conventions.
  7. 1.7.10 and, I believe, 1.8.9 are no longer supported
  8. 1.7.10 is no longer supported, update to get help
  9. Oh now I see, the thing that takes up most of the space is the decompiled minecraft...
  10. Ok so I did about what the tutorial did (some different things for newer version), but there are some things. First, I can't look at Forge code because it doesn't have a source attached, how can I attach the source? Second, when I run the game it crashes. I think this has something to do with the arguments I specified. Program args: --version 1.8 --tweakClass net.minecraftforge.fml.common.launcher.FMLTweaker --username * --password * VM args: -DFORGE_FORCE_FRAME_RECALC=true -Dfml.ignoreInvalidMinecraftCertificate=true And I changed the run dir to ${workspace_loc}\Run. Any help would be welcome.
  11. Well, haven't seen any posts getting locked for it...
  12. Well, thanks!
  13. I believe 1.8.* is in the middle of supported and not, you can ask questions but are strongly advised to update. But Idk...
  14. Thanks! But, don't you still have multiple of the same Minecraft files for each project in there?
  15. Hello, I wondered if it was possible to not have to have multiple of the same Forge versions installed just for other projects. It takes quite a lot of space (17 projects - ~6 gigs).
  16. This page is over 2 years old, and 1.7.10 isn't supported anymore.
  17. You can do it the same way as a resourcepack would.
  18. What does this have to do with Gradle?
  19. You called it itemgenevirus, not genevirus
  20. Show your blockstate model
  21. Make your own post
  22. What could be wrong?
  23. I think you need to add .png
  24. if(world.getBlockState(new BlockPos(x, y, z)).getBlock() == Blocks.AIR) { dragonNest.generate(world, random, new BlockPos(x,y,z)); } Should be about right...
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