Everything posted by Anagkai
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Custom fluid isn't rendered and can't be picked up with a bucket
So do I need to set a model for every height level in the blockstates file or rather have it ignore the height level?
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Custom fluid isn't rendered and can't be picked up with a bucket
That's what the console has to say on the topic. No idea what this should tell me. The blcokstates file is in the original post.
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Custom fluid isn't rendered and can't be picked up with a bucket
When I place it down. In the world it is rendered as pink black cube.
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Problems with custom bow.
I had the same entity id for the arrow as for EntityGargoyle. That's what made the arrows look like gargoyles. I meant the fact that even when not in creative, no arrows are used.
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Custom fluid isn't rendered and can't be picked up with a bucket
When I use this, I get a water bucket when picking up my liquid. What else do I need to do to fix this? As for the rendering, it is pink and black.
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Problems with custom bow.
I managed to fix the rendering issues. For the bow there were wrong-named textures and for the error entity there was a problem with entity ids. Any idea on where the problem with the arrows comes from?
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Custom fluid isn't rendered and can't be picked up with a bucket
I'm not sure if the problem is in the setting of the resource location or the blockstates file, but my liquid isn't correctly rendered (the model isn't loaded). liquid class: blockstates file: Also I can't pick it up with a bucket. This is my code for the bucket event which I copied from my 1.7 code and changed around until it didn't give me errors anymore. Any help is appreciated.
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Problems with custom bow.
I'm rewriting my mod for 1.10 and am working on reimplementing the bows atm. While doing so, I've come across three problems. - there's no pulling animation: When I start pulling the item image changes to the first one of the pulling animation which stays forever. - shooting doesn't consume arrows, even when not in creative. - when I shoot an arrow, it looks like one of my mobs. I suppose that I messed something up on the renderer, but I didn't find out, where. Any help is appreciated. Bow class, arrow render class and render factory implementation: If you need to see any other code, please tell me.
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Custom leaves are strangely rendered
I did look there and I actually got it to work.
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Custom leaves are strangely rendered
Do I need a transparent and a non-transparent or just the non-transparent? And do I need to do anything else?
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Custom leaves are strangely rendered
When graphics are set to fancy and I look at one of my trees I only see the front side of the first row of leaves but not any of the leaves blocks behind them, which is not the case for vanilla leaves. How does this come? My json files are exactly like the ones for the vanilla leaves and my leaves class extends BlockLeaves so it has all the rendering related methods from there. If you need to see a specific part of my code, tell me.
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Custom entities are rendered only part of time
I increased it which worked. Thanks.
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Custom entities are rendered only part of time
That is in a separate class for my entities, the static method inside is called in preInit of my main mode file. EntityRegistry.registerModEntity(EntityGargoyle.class, "biodiversityGargoyle", 0, Biodiversity.MODID, 1, 1, true, 0x262626, 0x666666);
- Projectile entity rendering - change length of arrow?
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Custom entities are rendered only part of time
My custom entities are sometimes rendered correctly, but most of the time invisible. By this I mean: I can see them, they wander a bit, they are invisble and eventually they reappear. Im am sure that they're are still there in the meantime, because they still make sounds and some of my mobs which have AI to attack each other still do so and hence drop items. That is what I call in preInit of my ClientProxy: RenderingRegistry.registerEntityRenderingHandler(EntityGargoyle.class, new EntityGargoyleRF()); That's the implementation of IRenderFactory: That's my render class: The only problem is that the entities are often invisible. When they aren't they're rendered correctly with model and texture. Any help is appreciated. EDIT: Strangely, I can "trap" the invisible entities in small holes so they become visible again or when I spawn them in a small hole they stay visible for a longer time.
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