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Posted

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

 

 

Posted

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.

Posted

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

Posted

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.

Posted

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?

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