Posted August 28, 201411 yr Hi, I try to make a new bow but I watch videos but any video no on 1.7.2. I trying ItemBow.class use but the texture not working :'( What can i do? Can anyone help me how can make a new bow in 1.7.2? Thanks
August 28, 201411 yr I take it that with the textures not working you mean the animation isn't being done? This thread offers a perfect solution: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/1438011-1-7-2-custom-bow-not-using-animation-textures And if you have trouble with the texture itself, it might solve that as well.
August 28, 201411 yr Have a look at https://github.com/Eternaldoom/Realms-of-Chaos/blob/master/com/eternaldoom/realmsofchaos/items/ItemROCBow.java Check out my mod, Realms of Chaos, here. If I helped you, be sure to press the "Thank You" button!
August 29, 201411 yr Author Thanks you But 2 errors reaming 1 errors reaming My bow texture not working And the second error is The animation is not see very well... Sorry for my bad English I am Hungarian
August 29, 201411 yr That's because the normal bow animation is a hardcoded one only useable for the vanilla code. In this topic a solution is offered: http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/modification-development/1437164-1-6-4-forge-bow-texture-not-working And it might just solve your rotation problem, which is probably caused by the animation not working thus rendering a standard item.
August 29, 201411 yr Author this.iconArray = par1IconRegister.registerIcon((this.getUnlocalizedName().substring(4)) + "_" + bowPullIconNameArray); I can't find it in my code Sorry I am verry beginner
August 29, 201411 yr The rotation problem is a simple fix: put "setFull3D();" in your bow's constructor. It's used by swords, bows, and similar things to flag the renderer to rotate the item in your hand, so it looks like you are wielding it rather than simply holding it. http://i.imgur.com/NdrFdld.png[/img]
August 29, 201411 yr I gave it a quick test since I wanted to see whether this code was still viable in 1.7.10. I hadn't gotten around to fixing a syringe in my own mod so this was an excellent opportunity. This animates the provided textures. @Override @SideOnly(Side.CLIENT) public IIcon getIcon(ItemStack stack, int renderPass, EntityPlayer player, ItemStack usingItem, int useRemaining) { if (usingItem == null) { return itemIcon; } int ticksInUse = stack.getMaxItemUseDuration() - useRemaining; if (ticksInUse > 18) { return iconArray[2]; } else if (ticksInUse > 14) { return iconArray[1]; } else if (ticksInUse > 0) { return iconArray[0]; } else { return itemIcon; } } As coolAlias said, set this.setFull3D() in constructor and provide the texture with public static final String[] SyringePullIconNameArray = new String[] {"pulling_0", "pulling_1", "pulling_2"}; @SideOnly(Side.CLIENT) private IIcon[] iconArray; and this @SideOnly(Side.CLIENT) @Override public void registerIcons(IIconRegister parIconRegister) { this.itemIcon = parIconRegister.registerIcon(MODID + ":" + "basesyringe"); this.iconArray = new IIcon[syringePullIconNameArray.length]; for (int i = 0; i < this.iconArray.length; ++i) { this.iconArray[i] = parIconRegister.registerIcon(MODID + ":" + "basesyringe" + "_" + SyringePullIconNameArray[i]); } } I gave you a lot, which is not my habit unless I see that the person knows java/modding/does effort, but at least I now know where to refer to once there is a similar question asked here.
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