January 27, 201411 yr Hi Making progress step by step ... I am told that the forge wavefront parser is a bit picky about the formatting of the instructions in the file, and that it doesn't support all of the information that Blender might put in there. That's all I know. You could perhaps start a new thread about the specific error net.minecraftforge.client.model.ModelFormatException: Error parsing entry ('v -1.5 0 1.5', line 5) in file '/assets/dwadventures/OBJ/Tardis/Model11thDoctorTardis.obj' - Incorrect format You could also try asking on a Blender forum, they might have more clues. -TGG
January 27, 201411 yr Author Hi Making progress step by step ... I am told that the forge wavefront parser is a bit picky about the formatting of the instructions in the file, and that it doesn't support all of the information that Blender might put in there. That's all I know. You could perhaps start a new thread about the specific error net.minecraftforge.client.model.ModelFormatException: Error parsing entry ('v -1.5 0 1.5', line 5) in file '/assets/dwadventures/OBJ/Tardis/Model11thDoctorTardis.obj' - Incorrect format You could also try asking on a Blender forum, they might have more clues. -TGG okay thanks for your help but I use Cinema 4D 2014. MobDrops http://www.planetminecraft.com/mod/125-mobdrops/
January 28, 201411 yr Author Hi okay so I found a fix to the error I got... but one issue... The Model is on my head....... MobDrops http://www.planetminecraft.com/mod/125-mobdrops/
January 28, 201411 yr Hi When you render in a TESR, the origin is set to the player's head and the function parameters provide the x,y,z offset to the actual position of the TileEntity. You need to translate before drawing the model. One way of doing this is public void renderTileEntityAt(TileEntity par1TileEntity, double dx, double dy, double dz, float partialTickTime) { GL11.glTranslatef((float)dx, (float)dy, (float)dz); // now render your model here You may need to tweak the translate slightly to put the model in exactly the right position. -TGG
January 28, 201411 yr Author Hi When you render in a TESR, the origin is set to the player's head and the function parameters provide the x,y,z offset to the actual position of the TileEntity. You need to translate before drawing the model. One way of doing this is public void renderTileEntityAt(TileEntity par1TileEntity, double dx, double dy, double dz, float partialTickTime) { GL11.glTranslatef((float)dx, (float)dy, (float)dz); // now render your model here You may need to tweak the translate slightly to put the model in exactly the right position. -TGG Okay so how do I exactly set a location for the block? It is set to my position and how I move cause when I walk a certain direction it just flies around up into the sky and goes into the ground when i was backwards. MobDrops http://www.planetminecraft.com/mod/125-mobdrops/
January 28, 201411 yr Author I FIXED EVERYTHING!!!! YES!!! Now... 1. without the texture the regular block model is inside... 2. The model is not solid even though I set it as one. Here is the code: /** * Returns Returns true if the given side of this block type should be * rendered (if it's solid or not), if the adjacent block is at the given * coordinates. Args: blockAccess, x, y, z, side */ @Override public boolean isBlockSolid(IBlockAccess par1IBlockAccess, int par2, int par3, int par4, int par5) { return true; } 3. Do I have to set the Texture Map in Cinema 4D for it to work in game or do I have to do something special? MobDrops http://www.planetminecraft.com/mod/125-mobdrops/
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.