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ctbe

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Everything posted by ctbe

  1. I am not understanding. Any other hints?
  2. Thank you. Replacing with .withProperty(BlockTorch.FACING, EnumFacing...) no longer throws the IllegalArgument exception. However, I think my original code approach to this is flawed, because now, the torch replaces the block. It does not get placed on it. If it's not much to ask, can I be told the correct approach to place the torch? I am not asking for the whole code. Maybe a guide to the correct methods to use that will place the torch like when you right click a block with a torch in your active hand.
  3. For a staff that places torches, I have tried the following with no success override def onItemUse(player: EntityPlayer, worldIn: World, pos: BlockPos, hand: EnumHand, facing: EnumFacing, hitX: Float, hitY: Float, hitZ: Float): EnumActionResult = { // Do only on logical server side if (!worldIn.isRemote) { // Only if player has torches on inventory if (player.inventory.hasItemStack(new ItemStack(Item.getItemFromBlock(Block.getBlockFromName("TORCH"))))) { // IProperty var propertyDirection = PropertyDirection.create("facing") // Depending on where on the block the staff was used facing match { case EnumFacing.EAST => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.EAST)) case EnumFacing.NORTH => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.NORTH)) case EnumFacing.SOUTH => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.SOUTH)) case EnumFacing.UP => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.UP)) case EnumFacing.WEST => worldIn.setBlockState(pos, Block.getBlockFromName("TORCH").getBlockState().getBaseState().withProperty(propertyDirection, EnumFacing.WEST)) } return EnumActionResult.SUCCESS } else { return EnumActionResult.FAIL } return EnumActionResult.SUCCESS } return EnumActionResult.FAIL } } If I get an IllegalArgument exception on the match cases because"EnumFacing" does not exist in "facing", what do I use? Or is there a better approach for the intended action? The intended action is that if I use a staff on a block, it will place a torch on said block on the side it was used.
  4. I understand. Thanks for your help.
  5. Thanks. If I do override def onBlockDestroyed(stack: ItemStack, worldIn: World, state: IBlockState, pos: BlockPos, entityLiving: EntityLivingBase): Boolean = { if (worldIn.isRemote) { System.out.println("Block destroyed") return true } return false } Then it gets executed only once. Fixing my original problem. But now I have another doubt. Does this means that if someone installs my mod on a server, that println in this specific code or whatever is inside will not execute? I ask because according to https://mcforge.readthedocs.io/en/latest/concepts/sides/ And the definition of physical server is I'm not sure if I should post a new thread for this other question that arose connected to my original problem since my original problem is solved.
  6. Thanks. I still don't know how to use it though. A little help would be appreciated.
  7. I have an item tool that extends ItemPickaxe. Every method I override gets called twice. No matter which method it is. For example override def onBlockDestroyed (stack: ItemStack, worldIn: World, state: IBlockState, pos: BlockPos, entityLiving: EntityLivingBase): Boolean = { System.out.println ("Block destroyed") return true; } It doesn't matter if I return true or false. Neither it matters if I call super. It always gets called twice. This is Scala, but it also happens if I use Java. I take it the language doesn't matter. If I do override def onItemUse(player: EntityPlayer, worldIn: World, pos: BlockPos, hand: EnumHand, facing: EnumFacing, hitX: Float, hitY: Float, hitZ: Float): EnumActionResult = { System.out.println ("Item used") return EnumActionResult.SUCCESS } It also happens. Regardless of returning EnumActionResult.SUCCESS or EnumActionResult.FAIL or calling super.onItemUse(player, worldIn, pos, hand, facing, hitX, hitY, hitZ). I get double code execution. All overridden methods are called twice. Is there any fix for this?
  8. I tried that and it works. When called from preInit, the model displays okay in the gui and in the hands. That is using ModelLoader.setCustomModelResourceLocation(...) as you said. Because on preInit, the RenderItem returned from Minecraft is null. Therefore, using ItemModelMesher at preInit will crash with a NullPointerException respective to the RenderItem. As you said, I removed it. It works well now by only calling ModelLoader at preInit. Thanks. P.S. The json was still wrong in my first post, but corrected in my second post. In case someone might have the same problem and is doing everything correctly in the Java code, except in the json of the blockstates. Hope it helps.
  9. If I do that, not use the ItemModelMesher, an unknown black and purple texture gets loaded as well as the default black and purple block model. Making it appear black and purple on both, the inventory and in the hand. But thanks for the fast reply. I appreciate it. I found what was going on. It was the json. It needs this format. I shortened it for the purpose of example. It's the one at assets/blockstates/testblock.json: { "forge_marker" : 1, "defaults" : { "model" : "MODID:model.obj" }, "variants" : { "normal" : { "model" : "MODID:model.obj" }, "inventory" : [ { "transform" : { "firstperson_righthand" : { "rotation" : [{"x" : 0}, {"y" : 0}, {"z" : -45}], "translation" : [-0.5, 0.0, 0.0], "scale" : [0.5, 0.5, 0.5] }, "gui" : { "rotation" : [{"x" : -45}, {"y" : 0}, {"z" : 45}], "translation" : [0.0, 0.0, 0.0], "scale" : [0.5, 0.5, 0.5] } } } ] } } Notice the technical differences between the one I had before and this one now. This one declares inventory as an array with an internal object that has another internal object called transform. Then inside transform, you have the firstperson_righthand and gui objects. Inside those last objects that define how the item will be rendered in the GUI and in the first person right hand, you have rotation declared as an array with 3 objects inside, each representing XYZ. That differs from the original Minecraft json model in which rotation is an array with 3 values, not objects. Each of those XYZ objects are represented by a key:value in which the key is a string representing the axis and the value can be an integer (with sign) or a float. The parser takes care of converting it to the adequate types. The item names that can be declared as objects inside transform to represent the way the model is displayed in GUI hands, etc. can be found at: http://minecraft.gamepedia.com/Model#Block_models under display. However, I don't know which one is the equivalent of ground in the Forge json. Writing ground as an object when the json is in Forge format makes nothing. One final note. Forge, at least on 1.11.2, when parsing the json for the rotation and translation key, changes the XYZ coordinates to represent space as we are taught in math and science books at school. While Minecraft uses different coordinate variables to represent the axes in visible space. That causes confusion at the time of programming because Forge is parsing the json Z axis to be the Y Minecraft visible axis, and the Y axis to be the Minecraft Z visible axis. That axis exchange took me a while to notice, I hope it helps others.
  10. Hi, I have loaded the most simple block I could from a .obj file. It renders fine when loaded, but the model display in inventory and in hand is messed up. I loaded it with the adequate registers as: //Initialization of the block testBlock = new Block (Material.IRON); //Registering the block GameRegistry.register(testBlock); ItemBlock item = new ItemBlock(block); item.setRegistryName(block.getRegistryName()); GameRegistry.register(item); //Registering the renders Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(testBlock), 0, new ModelResourceLocation(Item.getItemFromBlock(testBlock).getRegistryName(), "inventory")); ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(testBlock), 0, new ModelResourceLocation(Item.getItemFromBlock(testBlock).getRegistryName(), "inventory")); Where testBlock is of type Block. This is all in class TestBlock. The jsons are as follow, assets/blockstates/testblock.json: { "forge_marker": 1, "variants": { "normal": { "model": "ctfmy:testblock.obj" }, "inventory": { "model": "ctfmy:testblock.obj" }, "gui": { "model": "ctfmy:testblock.obj" } } } models/item/testblock.json { "forge_marker" : 1, "parent": "ctfmy:block/testblock.obj", "display": { "thirdperson_righthand": { "rotation": [-45,-45,0], "translation": [0,0,0], "scale": [0.1,0.1,0.1] }, "thirdperson_lefthand": { "rotation": [-45,-45,0], "translation": [0,0,0], "scale": [0.1,0.1,0.1] }, "firstperson_righthand": { "rotation": [-45,-45,0], "translation": [0,0,0], "scale": [0.1,0.1,0.1] }, "firstperson_lefthand": { "rotation": [-45,-45,0], "translation": [0,0,0], "scale": [0.1,0.1,0.1] }, "head": { "rotation": [-45,-45,0], "translation": [0,0,0], "scale": [0.1,0.1,0.1] }, "ground": { "rotation": [-45,-45,0], "translation": [0,0,0], "scale": [0.1,0.1,0.1] }, "gui": { "rotation": [-45,-45,0], "translation": [0,0,0], "scale": [0.1,0.1,0.1] } } } The testblock.obj and testblock.mtl are located in assets/models/block. The block looks and renders fine when placed. But when on hand or in inventory, it is ignoring the json files rotations translations and scales. In the hand it looks very huge, like when you still haven't given a texture to a block, but it displays the texture. In the inventory it displays as an out of bound front view of the model. The scales and rotation are being ignored. How can I fix it?
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