Jump to content

Recommended Posts

Posted

I want a custom EnumAction, One that looks similar to both a bow action and a food/drink action.

 

That would require overriding ItemRenderer though, because this is where the whole thing happens.

 

Is there a good way to do this?

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

I want a custom EnumAction, One that looks similar to both a bow action and a food/drink action.

 

That would require overriding ItemRenderer though, because this is where the whole thing happens.

 

Is there a good way to do this?

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

You would make a custom model loader (ICustomModelLoader) that produces an IModel which is then baked into a custom IBakedModel class of yours that also implements IPerspectiveAwareModel.

 

I'm new to forge  :-[, or modding in a general sense however I know all of the basics.

 

This is not anything near what I know.

 

I know what a model is but I don't know a lot of the things you said. Especially the "baked" portion.

 

Sorry if I am missing the obvious or something :P

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

You would make a custom model loader (ICustomModelLoader) that produces an IModel which is then baked into a custom IBakedModel class of yours that also implements IPerspectiveAwareModel.

 

I'm new to forge  :-[, or modding in a general sense however I know all of the basics.

 

This is not anything near what I know.

 

I know what a model is but I don't know a lot of the things you said. Especially the "baked" portion.

 

Sorry if I am missing the obvious or something :P

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

Models have two stages: IModel and IBakedModel.

IModel is sortof like an abstract definition of the model that cannot be rendered yet. IBakedModel is an optimized version that contains the model information in a tightly packed format that can be rendered.

 

:blank:

 

Again, I think I missed a step or something because it's not clicking by any means.

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

Models have two stages: IModel and IBakedModel.

IModel is sortof like an abstract definition of the model that cannot be rendered yet. IBakedModel is an optimized version that contains the model information in a tightly packed format that can be rendered.

 

:blank:

 

Again, I think I missed a step or something because it's not clicking by any means.

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

Okay, Let's see what are the issues that I have to be specific.

 

On the interface IModel:

 

  • in thegetdependencies method, it says "Returns all model locations that this model depends on.", What are those "model locations", Im not sure what to return
  • in the gettextures  method, Do I make it return the texture to my item? I only have 1 texture.
    on the bakemethod I do not understand anything of what it mentions:

  1. what do they mean by texture coordinates?
  2. List<BakedQuad> .... whats bakedquad?
  3. Where is the getformat method coming from?

 

[*]On getdefaultstate method what do I put in there? The IModelState interface only contains 1 method and I have no idea what to do with it.

[*]How do I bake this "Imodel" into a IBakedModel? The Bake method only returns a IFlexibleBakedModel

 

That's the IModel class alone. I got plenty more where that came from. I'm so sorry for asking all those questions I'm just starting out learning forge.

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

Okay, Let's see what are the issues that I have to be specific.

 

On the interface IModel:

 

  • in thegetdependencies method, it says "Returns all model locations that this model depends on.", What are those "model locations", Im not sure what to return
  • in the gettextures  method, Do I make it return the texture to my item? I only have 1 texture.
    on the bakemethod I do not understand anything of what it mentions:

  1. what do they mean by texture coordinates?
  2. List<BakedQuad> .... whats bakedquad?
  3. Where is the getformat method coming from?

 

[*]On getdefaultstate method what do I put in there? The IModelState interface only contains 1 method and I have no idea what to do with it.

[*]How do I bake this "Imodel" into a IBakedModel? The Bake method only returns a IFlexibleBakedModel

 

That's the IModel class alone. I got plenty more where that came from. I'm so sorry for asking all those questions I'm just starting out learning forge.

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

I appreciate the dedication.

 

So Really I don't need to add a dependencies since it's just a simple item model.

 

I only have 1 texture on my item so I make return that?

 

On the baked  method a couple more questions arises in order to know what to use it in:

 

what's the vertex format I need to pass it in It?

 

for the IModelState can I just pass in whatever getdefaultstate returns (Ie, TRSTransformation since it seems to implement IModelState)?

 

I've looked at TRSRTransformations and I see a lot vertex, quat and matrix. In my 4 years of java dev I've never even touched those, can someone explain me a little? Do I need to make a change there to make a custom Action or I can simply return the default?

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

Posted

I appreciate the dedication.

 

So Really I don't need to add a dependencies since it's just a simple item model.

 

I only have 1 texture on my item so I make return that?

 

On the baked  method a couple more questions arises in order to know what to use it in:

 

what's the vertex format I need to pass it in It?

 

for the IModelState can I just pass in whatever getdefaultstate returns (Ie, TRSTransformation since it seems to implement IModelState)?

 

I've looked at TRSRTransformations and I see a lot vertex, quat and matrix. In my 4 years of java dev I've never even touched those, can someone explain me a little? Do I need to make a change there to make a custom Action or I can simply return the default?

When they say your code doesn't follow convention but ur edgy so u dont care

d-d-d-dab on them haterz

 

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.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.