
LaureeGrd
Members-
Posts
29 -
Joined
-
Last visited
Everything posted by LaureeGrd
-
Hi, sorry if the title is not very descriptive. I don't know how to describe what's happening to me. Today I wanted to continue with my very basic mod, the Pen Pineapple Apple Pen mod. This is just a project to learn how to make better mods actually. The thing is, it has an incompatibility problem with Extra Utilities 2. So I wanted to fix that and in order to replicate the issue, I dropped the Extrautils jar inside the mods folder of my workspace, but it crashes with the following error: I really don't know why it wouldn't be able to create that class (and this same .jar works outside of the development environment). Project is running Java 8 (update 72 if that's a problem). I could update it if needed. Thanks.
-
[1.10.2] [SOLVED] Equip item (just like pumpkins or skulls)
LaureeGrd replied to LaureeGrd's topic in Modder Support
Yeah sorry I thought you were talking about the one I was trying to use on getArmorModel The "head" part in "display" is making what I wanted, that's what I wanted to say with "forget it" n.n Thanks for your help! -
[1.10.2] [SOLVED] Equip item (just like pumpkins or skulls)
LaureeGrd replied to LaureeGrd's topic in Modder Support
I'm trying to use a ModelBiped right now. I mean in third person when equipped sorry for forgetting to tell you that. Now I'm thinking: Is there a "display" element for thirdperson_equipped in the item.json? Oh forget it, there's a "head" element for "display" inside item.json Like this: "display": { "gui": { "rotation": [ 30, 225, 0 ], "translation": [ 0, 3, 0 ], "scale": [ 1, 1, 1 ] }, "fixed": { "rotation": [ 0, 180, 0 ], "translation": [ 0, 4, 0], "scale":[ 1, 1, 1 ] }, "ground": { "rotation": [ 0, 0, 0 ], "translation": [ 0, 3, 0 ], "scale": [ 0.5, 0.5, 0.5 ] }, "thirdperson_righthand": { "rotation": [ 45, 45, 0 ], "translation": [ 0, 3, 0 ], "scale": [ 0.5, 0.5, 0.5 ] }, "head": { "translation": [ 0, 8, 3.5 ], "scale": [ 1.5, 1.5, 1.5 ] } } -
[1.10.2] [SOLVED] Equip item (just like pumpkins or skulls)
LaureeGrd replied to LaureeGrd's topic in Modder Support
I'm trying to use a ModelBiped right now. I mean in third person when equipped sorry for forgetting to tell you that. Now I'm thinking: Is there a "display" element for thirdperson_equipped in the item.json? -
[1.10.2] [SOLVED] Equip item (just like pumpkins or skulls)
LaureeGrd replied to LaureeGrd's topic in Modder Support
One last thing. I made that and it worked but the item is rendered too small. I thought that overriding getArmorModel would change that but the method is never called. What should I use? -
[1.10.2] [SOLVED] Equip item (just like pumpkins or skulls)
LaureeGrd replied to LaureeGrd's topic in Modder Support
Thanks! I'll take a look -
[1.10.2] Do I need to use packets? TileEntity
LaureeGrd replied to LaureeGrd's topic in Modder Support
Thanks! I'll learn everything that I can -
[1.10.2] Do I need to use packets? TileEntity
LaureeGrd replied to LaureeGrd's topic in Modder Support
Thanks! Very useful! -
Hi, I'm making a TileEntity, wich is a less-featured copy of the Minecraft Skull. When rendering (using a TileEntitySpecialRenderer) I get the rotation angle from a variable on the TileEntityClass, but it always returns 0. The thing is, it isn't 0. I checked using update from ITickable: private int skullRotation; public void update() { if (this.worldObj.isRemote) { System.out.println("CLIENT:" + skullRotation); } else { System.out.println("SERVER:" + skullRotation); } } And effectively, It's only 0 on the Client side. So I suppose I need to use Packets (I never used them before) to tell the client "Hey, this value has changed and is no longer 0", even when in the Minecraft TileEntitySkullRenderer it just uses TileEntitySkull.getSkullRotation(). If I need packet handling, can someone give me a link to an updated basic tutorial? Thanks.
-
[1.10.2][SOLVED] Help with rendering entities
LaureeGrd replied to LaureeGrd's topic in Modder Support
No, that's handled by the AI logic. The Entity tracking range is how close the client needs to be in order to be informed by the server about what it's doing. Yesss haha thanks. I don't know where did I get that idea I suppose because of the name "trackingRange". Thank all of you again. -
[1.10.2][SOLVED] Help with rendering entities
LaureeGrd replied to LaureeGrd's topic in Modder Support
MY GOD. So that value changes when the client starts rendering the entity? I thought it was the AI tracking range of a mob. I'm so stupid. I'm going to research this tomorrow. Thanks! -
[1.10.2][SOLVED] Help with rendering entities
LaureeGrd replied to LaureeGrd's topic in Modder Support
and it is looking in "src/main/resources/assets/modid/textures/models" not "src/main/resources/assets/minesat/textures/models" Oh no no no, sorry. I gave Minesat.MODID as the modid in the ResourceLocation object. I just wrote "modid" here to avoid confussion I'll edit it since now it is relevant! -
[1.10.2][SOLVED] Help with rendering entities
LaureeGrd replied to LaureeGrd's topic in Modder Support
It's a normal 64x32 skin texture in: src/main/resources/assets/minesat/textures/models Anyway shouldn't it give a texture error in console if that were the problem? -
[1.10.2][SOLVED] Help with rendering entities
LaureeGrd replied to LaureeGrd's topic in Modder Support
ClientProxy: @Override public void preInit(FMLPreInitializationEvent e) { class RenderEntityTest implements IRenderFactory<EntityTest> { @Override public Render<? super EntityTest> createRenderFor(RenderManager manager) { return new RenderTest(manager, new ModelBiped(1.0f), 0.5f); } } RenderingRegistry.registerEntityRenderingHandler(EntityTest.class, new RenderEntityTest()); } Main ModClass: @Mod(modid = Minesat.MODID, version = Minesat.VERSION, useMetadata = true) public class Minesat { public static final String MODID = "minesat"; public static final String VERSION = "0.1.0"; @Mod.Instance public static Minesat instance; @SidedProxy(clientSide = "com.laureegrd.minesat.proxy.ClientProxy", serverSide = "com.laureegrd.minesat.proxy.CommonProxy") public static CommonProxy proxy; @EventHandler public void preInit(FMLPreInitializationEvent e) { EntityRegistry.registerModEntity(EntityTest.class, "test", 1, Minesat.instance, 0, 3, true); proxy.preInit(e); } } -
[1.10.2][SOLVED] Help with rendering entities
LaureeGrd replied to LaureeGrd's topic in Modder Support
Yes. That's why I wrote that I can summon it and it falls and that. The entity is inside the game. It is just not rendering. I used: EntityRegistry.registerModEntity(EntityTest.class, "test", 1, Minesat.instance, 0, 3, true); -
[1.10.2][SOLVED] Help with rendering entities
LaureeGrd replied to LaureeGrd's topic in Modder Support
public class EntityTest extends EntityLiving { public EntityTest(World worldIn) { super(worldIn); } } -
Hi, I'm trying to add a custom entity. The entity is in the game and it falls if I summon it in the air (I can see the particles when it hits the ground), but it just won't render. It's invisible. preInit in ClientProxy class RenderEntityTest implements IRenderFactory<EntityTest> { @Override public Render<? super EntityTest> createRenderFor(RenderManager manager) { return new RenderTest(manager, new ModelBiped(1.0f), 0.5f); } } RenderingRegistry.registerEntityRenderingHandler(EntityTest.class, new RenderEntityTest()); (This code is of course being called in my mod class. I checked with a syso just in case) My RenderTest class public class RenderTest extends RenderLiving<EntityTest> { public RenderTest(RenderManager rendermanagerIn, ModelBase modelbaseIn, float shadowsizeIn) { super(rendermanagerIn, modelbaseIn, shadowsizeIn); } @Override protected ResourceLocation getEntityTexture(EntityTest entity) { return new ResourceLocation(Minesat.MODID, "textures/models/test.png"); } } EntityTest is just extending EntityLiving. Can you help me? Thanks SOLVED EDIT: Tracking Range while registering doesn't mean what I thought it means. Changing from 0 to a higher value solved the problem: EntityRegistry.registerModEntity(EntityTest.class, "test", 1, Minesat.instance, 20, 3, true); Thanks people!
-
Thanks! I figured out the ClickEvent thing before but couldn't post until now.
-
Hi, I want to send a link in chat but using addChatComponentMessage(TextComponentString) doesn't work as a clickable link. What should I use to do that? Thanks.
-
Try programming only with Java before getting into mods so you don't confuse basic Java things with forge modding things
-
[1.10.2] When and How should I register the rendering?
LaureeGrd replied to LaureeGrd's topic in Modder Support
Very useful. Thanks! -
[1.10.2] When and How should I register the rendering?
LaureeGrd replied to LaureeGrd's topic in Modder Support
In preInit after registration or before? I dont think it matters. Thanks. I was worried since I saw some codes where they call a static method that registers all the renderers together in Initialization -
I'm using a method inside my Item class to register the ItemRenderer by calling ModClass.proxy.registerItemRenderer(this); This method is empty on CommonProxy obviously but on ClientProxy it calls ModelLoader.setCustomModelResourceLocation(item, 0, new ModelResourceLocation(item.getRegistryName(), "inventory")); Since the method inside my Item class is called just after registering the item, it is from preInit. Should I do it differently? Should I do it the same way but on init or postInit? Thanks in advance.
-
[1.10.2] How should I make the new Item Variants?
LaureeGrd replied to LaureeGrd's topic in Modder Support
Thanks! I'll take a look.