
Bitterholz
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Everything posted by Bitterholz
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Another way of doing it, is Building your Model as an .obj, loading it via the OBJLoader, and since i suspect you have a TileEntity as you want to store items inside a Block, you can then dynamicly show the Cheeses as Parts of the Model using the ExtendedBlockState and IModelState. Its a rather Simple way of getting high quality dynamic state Models working, I use it e.g. for my Item Pipes. If you need help ill happily provide an example
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Hi, its me again Ive got a Problem with a MultiLayer model of a Item Pipe. I split the Old model into the Solid and Translucent parts(now both a unique OBJ-File) to allow rendering the fancy Glass as well, while being able to use the depth buffer for the solid parts(needed since some faces intersect when there is connections in 90° angles). The Block determines its Extended State, wether or not to show a connection to another Block, via its TileEntity, using the IModelState. Now ive debug-moded through the Parts list of that Model State, and noticed the Parts from the glass.obj are not in there, aka never shown in world. Strangely the Model does render the translucent glas in inventory. How would I get the Parts of the glass into the Parts List, or is there another way of getting this working. Here is the code of what i have in place: Block: Tile: Blockstate:
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{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
Allright, i figured out i had a derp in my Code, where i was constantly trying to hide parts of the model, spamming the hiding list with entries all fixed now, stuff behaves beautifully! -
{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
Logging the calls of the State changes i found out that adding a new pipe to an existing network causes a massive spam of state updates... -
{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
Oh that was just me trying to see if it makes a difference(Hint it doesnt) Both times updates DO happen most of the time but they happen awfully slow. Sometimes no update occurs -
{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
I see... Well, now im doing if(worldObj.isRemote) { this.worldObj.markBlockRangeForRenderUpdate(this.pos, this.pos); this.worldObj.notifyBlockUpdate(pos, getState(), getState(), 3); this.worldObj.scheduleBlockUpdate(this.pos, this.getBlockType(), 0, 0); markDirty(); } At the end of checkConnections() The Pipes do Update their State, but it does by no means happen immediately as i place a neighboring Pipe. rather just happens slowly over time. -
{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
@Draco18s Does the Tile have to be ITickable for that? ive added those calls to my checkConnections(), but it didnt change anything about the behavior. Also what do you refer to with getState() ? -
{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
Sadly no change with requiresUpdate(); Pipe Block Code: Tile Code -
{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
Trying with @Override public void onNeighborChange(IBlockAccess world, BlockPos pos, BlockPos neighbor) { this.requiresUpdates(); } right now. lets hope thats a success. Also if you mean "Item renders its OBJ model in the hand/UI, then Yes, my Pipe does render its model in hand. -
{SOLVED}[1.10.2]Updating Blockstate on neighbor Change problem
Bitterholz replied to Bitterholz's topic in Modder Support
This is a Network of 2 Pipes just been placed. They connect up perfectly. Now when I add in another Pipe: Watch how the New Pipe sets its connection accordingly, while the 2 older ones remain unchanged. Now if i add ANOTHER one like this: See how it Updates the Oldest Pipe but does not form a connection to the newest one. -
[1.10.2] Rendering Groups of an OBJ Model under certain conditions
Bitterholz replied to Bitterholz's topic in Modder Support
Shameless Bump -
Hi, Ive got a Model of a Item Transporting Pipe I want to render. The model is split into 7 groups for the Center piece and each side Connection. Now ive got this thing to render fine in 1.8 once quite some time ago, using ExtendedState to get my model to render the right Groups of Parts.(Used a Tile Entity to check for neighboring Pipes) Now in 1.10.2 id like to do the same, but were to notice OBJModel.OBJState and OBJModel.Group are both depricated. Can someone hint me how Id go about the rendering of Groups based on the Extended State? or rather what to use instead of OBJModel.OBJState .
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{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Ive not been refering to the qword Bit wrongly. All my Textures are, of course 16x16px in size. Though it apparently made a difference wether the color Depth was 24bit or 32bit. Because 24bit allways return "Bad PNG signature" during stitching for me. Using 32bit color depth mitigates this problem and all textures work as intended. -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Its strange tho, back in 1.8, the texture was 24-bit as well but got accepted fine. Guess that doesnt matter now tho. Thanks for the assistance everyone! -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
I managed to fix the Problem by re-creating my Texture as a 32-bit PNG file instead of the Paint.net default of 24-bit. Its now working as intended. Maybe you guys should state somewhere that 24-bit PNG files will not be accepted. -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Managed to track the Error down to the Ressource Handler throwing an IOException, caused by "Bad PNG Signature". I dont have any clue how to fix this... Should I attempt to re-create my Texture? -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Huh...ill have to conduct the test again, but somehow it loses the texture during the loop. Resource location gets resolved fine but it just gets lost somewhere. Ill locate the exact point later today -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Here is the issue message again for comparison: [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: The following texture errors were found. [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: ================================================== [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: DOMAIN lptwo [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: -------------------------------------------------- [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: domain lptwo is missing 1 texture [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: domain lptwo has 1 location: [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: mod lptwo resources at D:\Modding\Minecraft\LP2\bin [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: The missing resources for domain lptwo are: [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: textures/blocks/solid/ore_rutile.png [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: ------------------------- [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: No other errors exist for domain lptwo [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: ================================================== [01:09:05] [Client thread/ERROR] [TEXTURE ERRORS]: +=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+=+= and the folder structures towards the asset in bin: https://i.imgur.com/mrOjO5n.png and towards the asset in src/main/resources: https://i.imgur.com/x7KsdPe.png -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Huh...Json Files are fiyed up. Still unable to locate the damn texture...im going nutz same issue, even tho the file IS THERE. tried to set the default output folder from "bin" to "run". Same issue. it says there is no file, but im seeing it right there on my screen. UNLESS the path it looks towards is NOT actually "bin\assets\lptwo\textures\blocks\solid\ore_rutile.png", but "bin\resources\assets\lptwo\textures\blocks\solid\ore_rutile.png". But that wouldnt be pretty stupid -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Oh my F***ing god...that derp...thanks for pointing that out guys, ill change that up as soon as i can. Hope that will also solve not being able to load the Texture -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
Could you give an example of where and how i reference the block model correctly? Would highly apprechiate it -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
That was just me trying to fix things. Its not needed? fine. What about the Item Model? what do i parent it to then? Have been grasping all straws i got looking through other mods -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
This is completely unaffected of what is in the run Directory. there is nothing in there after all I want to launch MC from eclipse, and then be able to see my block texturised. If you where to give the error i posted a closer read, it states: "mod lptwo resources at C:\Users\s.wienecke\workspace\Modding\LP2\bin" Texture "textures/blocks/solid/ore_rutile.png" is missing Afaik, thats exactly the path where EXACTLY that file sits. And YES i tried it, i put my resources in there, even though even the error states its not looking there, and oh wonder it didnt do anything about it -
{Solved}[1.10.2] Block texture unable to be located
Bitterholz replied to Bitterholz's topic in Modder Support
I thought this too at first, but everything is written correctly, no spelling mistakes(even used copy pasta to prevent it from being an issue. As i said in the First post, the Textures are indeed in the right place. Its literally right where the domain searches for it. The only problem i see, and that would be pretty dumb, is that its searching for the worng URL, using / instead of \ as windows requires. allthough, it is able to find all the JSON files in the same domain.