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Everything posted by SanAndreaP
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Could you post the code of this method you're talking about?
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RenderingRegistry.registerEntityRenderingHandler(EntityFlameshot.class, new RenderFlameshot(new ModelRenderer(MODELBASE_INSTANCE))); where MODELBASE_INSTANCE is a new instance of your model class. how about this?
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Do you initialize following block: GrowersParadiseCore.HempPlant before you initialize the item (the line you gave us)?
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Forge 6.3.x is for 1.4.4 pre release. Get 6.0.1.355 as the latest for 1.4.2!
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Setting the .setLightOpacity(0); for slabs and Stairs
SanAndreaP replied to Grizzly101's topic in Modder Support
As far as I know, single and doubled slabs don't share the same block-ID, they have different ones. -
Try to use 6.0.1.355. Also we need logs, such as ForgeModLoader-client-0.log (client) and ForgeModLoader-server-0.log (server) and put them here in spoiler tags, or use http://paste.minecraftforge.net/ and post the link here.
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I doubt without advanced modding skills and knowledge of rendering stuff you won't get any far.
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You mean like a mirror?
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2012-11-10 12:42:13 [sEVERE] [ForgeModLoader] There were errors during initial FML setup. Some files failed to download or were otherwise corrupted. You will need to manually obtain the following files from these download links and ensure your lib directory is clean. 2012-11-10 12:42:13 [sEVERE] [ForgeModLoader] *** Download http://files.minecraftforge.net/fmllibs/argo-2.25.jar 2012-11-10 12:42:13 [sEVERE] [ForgeModLoader] *** Download http://files.minecraftforge.net/fmllibs/guava-12.0.1.jar 2012-11-10 12:42:13 [sEVERE] [ForgeModLoader] *** Download http://files.minecraftforge.net/fmllibs/asm-all-4.0.jar There you go.
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i tried the multiMC thing but i get a fatal error! it says "there was a fatal error launching minecraft and fml. minecraft cannot launch in it's current configuration. please consult the file C:\users\(my name)\Desktop\instances\(the name of my instance)\minecraft\ForgeModLoader-client-0.log" Then why don't you read it nor post it here?
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Error decompiling with Forge. RenderGlobal, Object -> EntityFX
SanAndreaP replied to bbqroast's topic in Modder Support
Which version of MCP do you use? Which version of Minecraft (Server) do you use? Which version of Forge do you use? -
Because the second parameter HAS to be a Render class, NOT a Model class!
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1.4.2 with Forge .349 Plants and Seeds not breaking properly
SanAndreaP replied to xDialtone's topic in Support & Bug Reports
Did you try to use 6.0.1.355? -
read the EAQ
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Can you run multiple versions of forge at a time
SanAndreaP replied to John5505's topic in General Discussion
No. If you really want mods with the older Minecraft version and stilll be able to use the actual Minecraft, look up for MultiMC. -
Not there! It lies about ModLoader in the install instructions and it looks like there that 6.2.1 works with 1.4.2, which is NOT the case! Use http://files.minecraftforge.net instead! PS: 6.0.1.355 is the latest build which works with 1.4.2, BTW.
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Change standart mods loading directory?
SanAndreaP replied to lexa2011's topic in General Discussion
Well, the only way I know to do something like this is to use MultMC and different Minecraft instances. Try that out. -
Which version of Minecraft do you use? 6.2.x is for Minecraft 1.4.3 pre-release. Use a 6.0.x build for Minecraft 1.4.2
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I remember that kind of crash, because I encountered it many times while updating Clay Soldiers to 1.3.2. I can definetly say that is a mod issue! The problem is that the mod tries to do things with the server thread and manipulate something in the client thread while doing so (or vice versa). The problem in Clay Soldiers was that I spawned particles with the server thread and old, SP code from 1.2.5. So yes, it's NOT a forge issue! It's a mod issue.
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Yes, and you posted in the wrong sub-forum.
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Hello, I wanted to add a custom background and searched a bit tin the source. The new tab works flawless with the default background. In eclipse, the background I'll use works, too. But as soon as I pack my mod into a jar file and try to use it in a modded Minecraft, the background seems missing the texture. I made sure the image is in the right place. I don't know how to solve this. This is the path, where my background is in: JARFILE/SanAndreasP/mods/ClaySoldiersMod/claymans/CSM_TabBG.png This is the path defined in the source: public static final String CSMTAB_TEXTURE = "../../SanAndreasP/mods/ClaySoldiersMod/claymans/CSM_TabBG.png"; I have to go 2 times back in the path, because in the source, the GuiContainerCreative class takes the custom background path for a tab as following: CreativeTabs var5 = CreativeTabs.creativeTabArray[selectedTabIndex]; int var6 = this.mc.renderEngine.getTexture("/gui/creative_inv/" + var5.getBackgroundImageName()); I've preloaded it, too (path defined like in the GuiContainerCreative; code from ClientProxy): MinecraftForgeClient.preloadTexture("/gui/creative_inv/" + CSMModRegistry.CSMTAB_TEXTURE); And the texture is registered in the tab as following: claySoldierTab.setBackgroundImageName(this.CSMTAB_TEXTURE); I can live without custom tab background, but it would be nice if it would work, though. Here is a screenshot within eclipse: And here is one in a modified Minecraft:
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Are you sure you registered a seperate item instance for your BlockFence?
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(MC 1.4.2) Custom Top-Slab not showing correctly
SanAndreaP replied to Maexx's topic in Modder Support
The problem I see is the metadata-based texture: public int getBlockTextureFromSideAndMetadata(int side, int metadata) { return 0 + metadata; } Because the position of the half slap (lower / upper half) is also stored in metadata. Look how the original half slab code does things and try to adapt it. EDIT: try this method: public int getBlockTextureFromSideAndMetadata(int side, int metadata) { return 0 + (metadata & 7); } -
In masters4902s pic, you should check if the entity is REALLY the EntityPlayerMP, because it could happen that a pig or something stands on the block, which causes a "java.lang.ClassCastException: Cannot cast EntityPig into EntityPlayerMP" or similar. like this: if(!par1World.isRemote && par5Entity != null && par5Entity instanceof EntityPlayerMP)
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But if you hardcoded them in, then they'll glow in the dark EDIT: I forgot something in my code: int var5 = (int) (((float)tpb.worldObj.getBlockLightValue(tpb.xCoord, tpb.yCoord, tpb.zCoord)) / 15F * 240F); I forgot to parse the getBlockLightValue method to float, which causes calculation errors: (int)9 / 15F = 0 (and not 0.6F). Try this before you hardcode anything in.