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Posted

Creator of: NeXTech mod, Swords & mo, LU mod

Artist of: DayZ texturepack, BFBC2 texturepack

Mapper of: Kino der Toten

Hoster of: EVCraft, NeXTech Modpack server

Skinner of: Titanfall 2, BF4, LU, Deus Ex: mankind divided, Nomansky skins

Programmer of: Frostburn downfall(blueprint), PXL Strategy(RTS)

Re-awaker of: Friends Overlay mod, CommunityCraft

Posted

I can't click on the src folder in Eclipse

 

here wut eclipse says: Java path problem

 

Don't understand I made the Path for Java JDK and made cmd command javac to check -.-

Creator of: NeXTech mod, Swords & mo, LU mod

Artist of: DayZ texturepack, BFBC2 texturepack

Mapper of: Kino der Toten

Hoster of: EVCraft, NeXTech Modpack server

Skinner of: Titanfall 2, BF4, LU, Deus Ex: mankind divided, Nomansky skins

Programmer of: Frostburn downfall(blueprint), PXL Strategy(RTS)

Re-awaker of: Friends Overlay mod, CommunityCraft

Posted

I can't click on the src folder in Eclipse

 

here wut eclipse says: Java path problem

 

Don't understand I made the Path for Java JDK and made cmd command javac to check -.-

 

You run the gradle setup, right?

Eclipse left sidebar (Package Explorer) -> Referenced Libraries -> forge-whatever.jar -> source files

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

1) Fix your post.

2) Your image gives a 403

3) You get the source files as an attached jar file.

Its something about JRe that isn't installed??

Creator of: NeXTech mod, Swords & mo, LU mod

Artist of: DayZ texturepack, BFBC2 texturepack

Mapper of: Kino der Toten

Hoster of: EVCraft, NeXTech Modpack server

Skinner of: Titanfall 2, BF4, LU, Deus Ex: mankind divided, Nomansky skins

Programmer of: Frostburn downfall(blueprint), PXL Strategy(RTS)

Re-awaker of: Friends Overlay mod, CommunityCraft

Posted

I can't click on the src folder in Eclipse

 

here wut eclipse says: Java path problem

 

Don't understand I made the Path for Java JDK and made cmd command javac to check -.-

 

You run the gradle setup, right?

Eclipse left sidebar (Package Explorer) -> Referenced Libraries -> forge-whatever.jar -> source files

 

In 1.6.4?? I'm workin on 1.6.4

Creator of: NeXTech mod, Swords & mo, LU mod

Artist of: DayZ texturepack, BFBC2 texturepack

Mapper of: Kino der Toten

Hoster of: EVCraft, NeXTech Modpack server

Skinner of: Titanfall 2, BF4, LU, Deus Ex: mankind divided, Nomansky skins

Programmer of: Frostburn downfall(blueprint), PXL Strategy(RTS)

Re-awaker of: Friends Overlay mod, CommunityCraft

Posted

I can't click on the src folder in Eclipse

 

here wut eclipse says: Java path problem

 

Don't understand I made the Path for Java JDK and made cmd command javac to check -.-

 

You run the gradle setup, right?

Eclipse left sidebar (Package Explorer) -> Referenced Libraries -> forge-whatever.jar -> source files

 

In 1.6.4?? I'm workin on 1.6.4

 

well, which Forge version do you use?

Don't ask for support per PM! They'll get ignored! | If a post helped you, click the "Thank You" button at the top right corner of said post! |

mah twitter

This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

We need actual screenshots/logs. Describing it doesnt seem to be working.

I do Forge for free, however the servers to run it arn't free, so anything is appreciated.
Consider supporting the team on Patreon

Posted

We need actual screenshots/logs. Describing it doesnt seem to be working.

I'm not working with installers.

Everything I done:

Made the folder.

downloaded the src file(extracted where i wanted)

launched install.bat

waited

launched eclipse.

I couldn't open Src file.

There is a JRE path problem

 

Creator of: NeXTech mod, Swords & mo, LU mod

Artist of: DayZ texturepack, BFBC2 texturepack

Mapper of: Kino der Toten

Hoster of: EVCraft, NeXTech Modpack server

Skinner of: Titanfall 2, BF4, LU, Deus Ex: mankind divided, Nomansky skins

Programmer of: Frostburn downfall(blueprint), PXL Strategy(RTS)

Re-awaker of: Friends Overlay mod, CommunityCraft

Posted

Don't use the MCP/Python system. If you need 1.6.4 use build .964 with ForgeGradle.

never heard about forgegradle!?

 

I was coding on 1.7.2 but I noticed that the industrial mods are working on 1.6.4

Creator of: NeXTech mod, Swords & mo, LU mod

Artist of: DayZ texturepack, BFBC2 texturepack

Mapper of: Kino der Toten

Hoster of: EVCraft, NeXTech Modpack server

Skinner of: Titanfall 2, BF4, LU, Deus Ex: mankind divided, Nomansky skins

Programmer of: Frostburn downfall(blueprint), PXL Strategy(RTS)

Re-awaker of: Friends Overlay mod, CommunityCraft

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    • @Tsuk1 Also, new note, you can use blockbench to make the custom item model for when it is not on the head.   EDIT: Funny story, I am making a mod similar to yours! Mine is called NorseMC.
    • @Nood_dev Could you send a screenshot of your weapon code? Here is the one I made (for a dagger): The specific UUID does not matter, just that it is the same every time, which is why UUID#randomUUID does not work public class DaggerItem extends TieredItem implements Vanishable { protected static final double REACH_MODIFIER = -1.5D; protected final Multimap<Attribute, AttributeModifier> defaultModifiers; protected final UUID BASE_ATTACK_REACH_UUID = UUID.fromString("6fe75b5c-9d1b-4e83-9eea-a1d5a94e8dd5") public DaggerItem(Tier pTier, int pAttackDamageModifier, float pAttackSpeedModifier, Properties pProperties) { super(pTier, pAttackDamageModifier, pAttackSpeedModifier, pProperties); this.attackDamage = (float) pAttackDamageModifier + pTier.getAttackDamageBonus(); ImmutableMultimap.Builder<Attribute, AttributeModifier> builder = ImmutableMultimap.builder(); builder.put(Attributes.ATTACK_DAMAGE, new AttributeModifier(BASE_ATTACK_DAMAGE_UUID, "Weapon modifier", this.attackDamage, AttributeModifier.Operation.ADDITION)); builder.put(Attributes.ATTACK_SPEED, new AttributeModifier(BASE_ATTACK_SPEED_UUID, "Weapon modifier", pAttackSpeedModifier, AttributeModifier.Operation.ADDITION)); // THE ONE YOU WANT: builder.put(ForgeMod.ENTITY_REACH.get(), new AttributeModifier(BASE_ATTACK_REACH_UUID, "Weapon modifier", REACH_MODIFIER, AttributeModifier.Operation.ADDITION)); this.defaultModifiers = builder.build(); } @Override public Multimap<Attribute, AttributeModifier> getDefaultAttributeModifiers(EquipmentSlot pEquipmentSlot) { return pEquipmentSlot == EquipmentSlot.MAINHAND ? this.defaultModifiers : super.getDefaultAttributeModifiers(pEquipmentSlot); } }
    • https://images.app.goo.gl/1PxFKdxByTgkxvSu6
    • That's what we'll try out. I could never figure out how to recreate the crash, so I'll just have to wait and see.
    • Ok, I updated to the latest version and now the models are visible, the problem now is that the glowing eyes are not rendered nor any texture I render there when using shaders, even using the default Minecraft eyes RenderType, I use entityTranslucent and entityCutout, but it still won't render. Something I noticed when using shaders is that a texture, instead of appearing at the world position, would appear somewhere on the screen, following a curved path, it was strange, I haven't been able to reproduce it again. I thought it could be that since I render the texture in the AFTER ENTITIES stage which is posted after the batches used for entity rendering are finished, maybe that was the reason why the render types were not being drawn correctly, so I tried injecting code before finishing the batches but it still didn't work, plus the model was invisible when using shaders, there was a bug where if I look at the model from above it is visible but if I look at it from below it is invisible. So in summary, models are now visible but glowing eyes and textures are not rendered, that hasn't changed.
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