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Sypher

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Everything posted by Sypher

  1. Bump, I really need help on this. After working on it some more, it still doesn't work just as well. If you need for info, just ask.
  2. No, I'm not using 4.7. That line of code is the exact same things vanilla uses to load the sapling icon, my issue is it's looking in the vanilla texture folder, NOT the mods folder. Also, I'm not sure what you mean by IDE.
  3. Alright, I come with two issues. 1) Saplings. I'm having issues with my sapling icon: @Override public int getBlockTextureFromSideAndMetadata (int side, int metadata) { return 32 + metadata; } 'int' is underlined and eclipse says "The return type is in-compatible with Block.getBlockTexture..." but causes no real problems. Also, MC is looking for the right file to use, but in the wrong folder. I want it to look in /mods/mps/texture... but it looks in the minecraft.jar texture folder. 2)I have a working config, it generates and everything. Now, what I have set up is in my base class I have an int called TextureSize, and by changing it tells the mod whether to use animated 32-bit textures or normal 16-bit texture. I tried to get something like this working: Configuration config = new Configuration(event.getSuggestedConfigurationFile()); config.load(); boolean Textures = config.get(Configuration.CATEGORY_GENERAL, "High Resolution Textures", true).getBoolean(false); Property someProperty = config.get(Configuration.CATEGORY_GENERAL, "SomeConfigString", "Does nothing"); someProperty.comment = "Ignore this, it will be used later."; config.save(); if (Textures = true){ this.TextureSize = 32; }else{ this.TextureSize = 16; } } yet it does nothing. Any tips on how to do this?
  4. Thanks! I actually saw that post before I even looked here, but it works non the less. By the way, I'm locking this topic due to the fact it's been solved.
  5. I'm having the same problem, if you haven't already figured it's caused by the teleporter file dropping the player directly on the portal. I'm still looking for a way to fix it, I'll let you know if I have anything.
  6. His tutorials are what I use/used now. He does a great job but no, I didn't see a solution there.
  7. Alright, here's the teleporter code: http://pastebin.com/HsZfF0Ta Note I'm still trying to figure this out, so it may change.
  8. That's also a good idea. Regarding you both, a) where would I find the posX and posZ that spawns that player? In the teleported class there is a LOT of those floating around. Regarding the timer, how would I do that? I'll check some vanilla source and tell you guys if I come up with anything. I did manage to get it to play a sound upon teleportation.
  9. I now what is wrong, and how I would go about fixing it, but I don't know exactly HOW to fix it. When I jump through the portal to my new dimension it just drops the player straight into the return portal, and repeats the process, with the end result being constant teleportation between dimensions, making it impossible to move. I need to have the player spawn just in front of or behind the portal like the vanilla nether portal, any ideas on how to do this?
  10. I'm not completely positive, but I believe your problem is you haven't added a variable for the material, it should be something like this: Public LapronBlock(int id, Material mat) instead of what you currently have it. Try that and if it doesn't work post the error on here.
  11. After messing around even more, I still cannot get the Entity register working correctly. Would it be similar to registering a new mob, since that is too an entity? I'm going to find some source code for other mods and see what I come up with.
  12. After messing around even more, I still cannot get the Entity register working correctly. Would it be similar to registering a new mob, since that is too an entity? I'm going to find some source code for other mods and see what I come up with.
  13. Thanks for the tutorials Mazetar. Pow3rCut, I have a class fully ready for rendering my entity I just need the code used to register the class used to to render the entity. This is what I'm using now: RenderingRegistry.registerEntityRenderingHandler(PowerBeam.class, new RenderPBeam()); Though eclipse tells me that registerEntityRenderingHandler is not applicable for the arguments. Thanks for the tutorial suggestions.
  14. Come on guys, I could really use some help here. This is the last thing I want to get working before I release the beginnings of my mod to the public.
  15. Hello, it's me again. I've already posted about rendering 3D items, but now I would like some help on rendering a certian type of entity. I have a model made in Techne for weapon shot, you shout the gun and the entity comes out, however there are no tutorials anywhere and how to bind the model to the entity. I would really like some help on this, so thanks in advance guys. P.S. Any good tutorials for 1.5 on the following would be a GREAT help: - Multiblocks - Custom Dimensions - Dimension Portals - Custom biomes - Custom Music
  16. I believe Tile Entities can be used both in inventory and after being placed. Have your energy level set to a variable and store it in the Tile Entity, theoretically. I'm unsure of exactly how you would do this, but a good example would be the Redpower Batboxies. They store some of their energy even after being picked up, so I suggest looking at the Redpower source code if it's available.
  17. On the left there is something called 'Texture Offset'. Use this to move where each part is represented on the texture.
  18. I've tried that. However, onPlayerStoppedUsing doesn't seem to want to work. It no longer shoots at all when I replace onItemRightClick.
  19. I believe in the inventory it uses the meta-data and once placed it uses a TileEntity.
  20. Okay, I'm currently working on the Metroid Prime mod and one of the key aspect to metroid is the Charge Beam. I would like to take to time a player holds down the fire button and turn this into a variable which I would use to calculate the size and power of the shot. MachineMuse did practically the same thing with the Modular Power Suits mod. I've looked at the source code for the power suits but I have yet to figure out exactly how it was down. Does anyone here have any input on the subject? Also, if anyone knows any good tutorials for the following subjects updated to 1.5 that would be a great help: - Multiblocks - New Dimensions - Dimension Portals ~Sypher
  21. Simple. There is a similar problem with Twilight Forest mod, basically when the player spawns in the new dimension he/she is instantly dropped back into the portal home. You can fix this by A) Adding a time limit to how long a player must stand in the portal to be transported. B) Moving the portal so the player does not spawn on/in it. I do not know the code to do this, but theoretically this is what you have to do. May I ask where you found a tutorial for dimension generation? I've looked all over but can't find one for 1.5.
  22. Well, I've got the prefect thing for you! Go here: for iChun's tutorial on rendering 3D items. It works perfectly except for one thing, when he tells you to replace ForgeHooksClient.bindTexture with Minecraft.getMinecraft().renderEngine.func_etc... The new line of code is Minecraft.getMinecraft().renderEngine.bindTexture("/mods/<modname>/< additional folders/<texture name>.png"); Other than that, the tutorial works fine.
  23. Okay, after more testing I've figured it out! The correct code is now: Minecraft.getMinecraft().renderEngine.bindTexture("/mods/<ModName>/<Any Additional Folders, (models/textures, etc.) /<TextureName>.png"); This will render the models texture! The topic is now officially solved.
  24. I can't figure how to get the model to work with parts, so I removed them in the end. It works fine now, though the texture is still giving my errors. I tested a lot and I'm positive that bindTexture is what replaced func_(randomnumber)_b, though I still have trouble with how to tell it where the texture file is.
  25. Okay, the texture still has shown up so I believe that I'm using the wrong string. On a much worse note, I found out that the model was too long so I shortened it and added some parts, now I get this error:
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