Everything posted by trollworkout
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How to make a transparent element in model
in fact that's exactly what i use. and it does not support forge's blockstate no multi layer format. you can't even set translucency to an element. i do all that in post.
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Block inventory textures with metadata
you can also make an invisible entity attached to your block which will keep all the meta data so you can have one block with as many properties as you like
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[SOLVEENIZED] help convert my json model to forge_marker 1 model
hah third time's a charm managed to work it out it's something like this appears like you need to name each submodel also not only that but what you name the big category in the case above is variants then that's what you register as. variants": { << that's what you register in java "north": {
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[SOLVEENIZED] help convert my json model to forge_marker 1 model
the error is Exception loading model for variant technorcery:depositsVat#east=false,north=true,south=true,west=false for blockstate "technorcery:depositsVat[east=false,north=true,south=true,west=false]" net.minecraftforge.client.model.ModelLoaderRegistry$LoaderException: Exception loading model technorcery:depositsVat#east=false,north=true,south=true,west=false with loader VariantLoader.INSTANCE, skipping as you can see it cannot find north south east west properties no matter where i put them
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[SOLVEENIZED] help convert my json model to forge_marker 1 model
Also btw the north south east properties according to Forge's own docs you don't put it under normal like you said. in fact nothing is like you said. http://mcforge.readthedocs.io/en/latest/blockstates/forgeBlockstates/ In fact nothing is like nobody said is all up in the air whoever is lucky to get it work please teach me cause there's no tutorials no explanations what so ever. also btw you're wrong about normal and inventory only. When registering block models you need to use whatever type of blostate you are using and you can have a lot of them "variants" "normal" "multipart" probably others . If you don't register properly it won't work. If you try multipart registered as normal doesn't work. But that's another thing. Forge's own blockstate, however, seems to be able to register it as whatever you want and will still work for others but not for me
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[SOLVEENIZED] help convert my json model to forge_marker 1 model
Yep console says it can't find north south east west properties. Although they are there. Is something to do with code. I don't think a forge model works with regular code. I need help BOTH with javascript and json . I don't think the code that works with multipart works with forge blockstate. I need a whole new code.
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[SOLVEENIZED] help convert my json model to forge_marker 1 model
I did all you said. Fixed it up still not working
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[SOLVEENIZED] help convert my json model to forge_marker 1 model
this is my multipart model works PERFECTLY this is what I have as forge_marker 1 forge's own blockstate model. DOES NO WORK AT ALL also for blockstate forge model what the heck do i Put as the type of model . nothing seems to work ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(ModBlocks.DEPOSITS_VAT), 0, new ModelResourceLocation(ModBlocks.DEPOSITS_VAT.getRegistryName(), "WHAT TYPE OF MODEL IS THIS??"));
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Custom Crop Crashes w/ Unknown Error Upon Planting.
modelhandler is my own class name nothing to do with forge. I jsut call the class that registers all my models that. feel free to have a look at my crop files for ex wormwood crop https://github.com/trollworkout/technorcery/blob/master/src/main/java/com/technorcery/blocks/WormwoodCrop.java you can find the json and all the other stuff there is FULLY functional tested and not only grows properly but also has a seed, and a crop drop and when you middle click on it in creative you get the wormwood seeds
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Ore/World Generation Help {SOLVED}
Here is a much more simple and customizeable version of what you got which uses af unction to input the vein size, min and max ore blocks size and depth etc. https://github.com/trollworkout/technorcery/blob/master/src/main/java/com/technorcery/common/WorldGen.java
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[1.10.2] [Solved] Custom leaves causes server crash
Have a look at my leaf block custom base leaves block I created that can be extended and worked into any custom leaf you need. I also solved the fancy transparent leaves issue . When you turn fancy on leaves become transparent. However you may still need to figure out how I register the model, the block and how my mod is structured coz i got my own thing going . So you STILL need to learn to do all that yourself . If you just copy paste you won't understand anything. https://github.com/trollworkout/technorcery/blob/master/src/main/java/com/technorcery/common/blocks/LeafBlock.java
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[1.10.2] [Solved] Custom leaves causes server crash
they behave like normal leaves. you need to ignore those properties because when you register the model the model loader thinks those are model states but in fact they are used to control leaf decay so are meta properties in this case. if you don't ignore them you need to create a blockstate that has both those properties as true and false is stupid. you need like 8 states for a leaf model that only needs 1 state. ModelLoader.setCustomStateMapper(MyLeafBlock, new StateMap.Builder().ignore(new IProperty[] {MyLeafBlock.DECAYABLE}).ignore(new IProperty[] {MyLeafBlock.CHECK_DECAY}).build());
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[1.10.2] [Solved] Custom leaves causes server crash
you need to look at BlockOldLeaf and see how they do it then do the same. Also when you register your model you need to ignore the decay and check decay properties otherwise it will tell you it can't find the properties.
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[Error] - Gradlew - GC Overhead Limit Exceeded
this command on OSX works for me go into the forge downloaded and unzipped folder ./gradlew -Dorg.gradle.jvmargs=-Xmx10240m setupDecompWorkspace && ./gradlew eclipse it will give more ram to gradle and setup for eclipse workspace in one go
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Best practices to have one block check the inv/tile entity of a nearby one
Yeah that's what I did! I schedule the first one 60 ticks then at the end up tickUpdate i schedule it again
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How to edit Minecraft mod 1.7.10
I recommend using 1.10.2 or newer . 1.10 is much more fun and easy than 1.7.10. Is kinda tricky because you have now json models + coding but you get the hang out if WAYYYYY better than in 1.7.10. Also since 1.7.10 forge went more next level made a lot of stuff simpler and better.
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Best practices to have one block check the inv/tile entity of a nearby one
Apparently to enable updateTick which is actually what I use you need to have setRandomTick(true) . YEAHHHH LOGIC!!! Not but seriously. When you set random ticking you enable ticking in general. Otherwise is disabled. So updateTick() function starts working. So atBlockPlaced I schedule an update tick and after that I just use updateTick and ignore randomTick function
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Best practices to have one block check the inv/tile entity of a nearby one
I got a block VAT that checks nearby FURNACE and do stuff IF smelting the right items. IF nearby FURNACE smelting Iron ore do X PER Iron ore smelted. IF nearby FURNACE smelting Gold ore do Y PER Gold ore smelted. The way I figured it out is to enable random tick and to schedule updates at block placement every 60 ticks which is like 2 sec. So every 2 seconds I'm polling the inventory of nearby Furnaces see if they are doing anything. Note that my system actually works is just runs all the time when the chunk is load even if Furnace is off doesn't matter it will keep on polling. Works but seems a bit wasteful. Is there any other way say some event fired whenever the furnace finishes smelting something? Or can I tap into it somehow create my own custom event listener for that specific furnace to check if anything is finished smelting? Any thoughts or suggestions?
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Making a Block without .setCreativeTab() makes it vanish from tabs
Thanks. I kinda thought that items is what show up in the creative pane and not blocks. But it seems an ItemBlock actually takes it's creative tab data from the block and ignores it's own info. thanks
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How to make a transparent element in model
forge:multi-layer requires you to use Forge's blockstates format to specify the models it should combine, but you can use submodels instead of multipart blockstates. I'm pretty newb and I'm not that advanced. I m happy I got to working this way thus far. I will keep it this way as is more than I hoped for to achieve. However, I will come back at one point and try to do it the proper way. Is deff worth looking into it.
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How to make a transparent element in model
Has to do with depth sorting, yeah. Opaque elements are drawn front to back, translucent back to front. To fix the sorting issue you need to make an object with no insides. So in my model I deleted all faces that are never visible. Seems to alleviate some of the issues with making the block completely translucent . You can only see the issues when you get really close to it at eye level and even then is not that big of a deal just looks weird but not broken. Also for the water I originally had one block inside my Vat with water tex on all sides but I erased it and only UP face is there now and is the only one with tintindex . So it works like 90% OK but is not perfect.
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How to make a transparent element in model
Choonster the only issue with this is that my blockstate is in fact multipart because my Vat block connects to a nearby furnace it has a spout piece that depends on wether there is a Furnance next to it and in which direction. Can I use forge:multi-layer AND multipart at the same time?
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How to make a transparent element in model
Thank you. I will deff look into this . Right now it works okayish but with some glitches. Not too bad. After moving the spout 1 cubixel higher is much better
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No way to make models both with translucent and opaque elements
There's no way to properly make a model made out of both translucent and opaque elements without glitching out. Seems like depth testing for translucent elements is done using the model's entire bounding box so MC would get confused sometimes wants to render things inside the model as being under or sometimes over the translucent bits. It causes glitches.
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How to make a transparent element in model
I think the glitches MAY be caused by depth testing. My bounding box seems to be inside my multipart spout element so it confuses the tinting engine. I'll play around with moving spout higher or other system. Yep CONFIRMED. Seems like the TRANSLUCENT uses block bounding box to calculate depth difference. So if you butt two things against one another MC considers them to be colliding meaning is both IN and OUT of the translucent object at the same time. To fix this you need to put the bits you want outside out of the collision box of the object. Making some bits transparent and some not creates a few weird ass issues like some sides may vanish or appear inside one another. There's no way to properly make a model made out of both translucent and opaque elements.
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