Jump to content

[1.10.2]Need to find where sounds.json is for 1.10.2, they seem to be invisible in the source codes


Recommended Posts

Posted

sounds.json isn't included in the IDE project, so your IDE won't be able to navigate to it.

 

The vanilla assets not included in the forgeSrc library are downloaded to the Gradle cache, ~/.gradle/caches/minecraft/assets. The indexes directory contains a JSON file for each version that lists the hash of each file. The objects directory contains the actual files, with the hash as the file name. Each file is contained in a directory named with the first two characters of the hash.

 

I wrote this Lua script to extract the files from this repository format into regular directories.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted
7 minutes ago, diesieben07 said:

I strongly remember being able to navigate to it before. Maybe I remember wrong.

 

As far as I can tell, this system has been used since 1.7.10.

 

 

7 minutes ago, diesieben07 said:

Also.. Lua? Seriously? :D

 

I learned Lua as my first programming language to create World of Warcraft AddOns, I still use it for general-purpose scripting since I'm more familiar with it than other scripting languages.

Please don't PM me to ask for help. Asking your question in a public thread preserves it for people who are having the same problem in the future.

Posted (edited)

Those hash-named files are tedious to work through. I found a jar file that I can open using 7-zip. In my system, the jar is in C:\Documents and Settings\<username>\.gradle\caches\minecraft\net\minecraft\minecraft...

 

Edit:

But I don't see sound files in there. My work has been with textures, models etc.

Never mind

Edited by jeffryfisher
Correction

The debugger is a powerful and necessary tool in any IDE, so learn how to use it. You'll be able to tell us more and get better help here if you investigate your runtime problems in the debugger before posting.

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Forge is probably the most feature loaded mod loader currently. You can change just about anything with the game mechanics by using mixins. You can also add more items and feature than what the docs show you. It is good to start with a Modding tutorial series like this one by Kaupenjoe.  Some good examples of what is possible with forge is clockwork, dynamic trees, and I guess create but its on fabric too.
    • I'm new to modding and trying to make a mod in 1.20.1. My mod currently just has a custom bow, but when I use my bow, it does not play the animation. I have the jsons and pngs in the right spots and I've compared my jsons with that of existing mods, everything seems to line up just fine. Anyone know what might be causing this? I've changed the item between a basic BowItem and a custom class extending from BowItem, even overriding the animation code, no dice. odysseus_bow.json: { "parent": "item/generated", "textures": { "layer0": "odyssey:item/odysseus_bow" }, "overrides": [ { "predicate": { "pulling": 1 }, "model": "odyssey:item/odysseus_bow_pulling_0" }, { "predicate": { "pulling": 1, "pull": 0.65 }, "model": "odyssey:item/odysseus_bow_pulling_1" }, { "predicate": { "pulling": 1, "pull": 0.9 }, "model": "odyssey:item/odysseus_bow_pulling_2" } ] } odysseus_bow_pulling_0.json: { "parent": "item/generated", "textures": { "layer0": "odyssey:item/odysseus_bow_pulling_0" }, "display": { "thirdperson_righthand": { "rotation": [ -80, 260, -40 ], "translation": [ -1, -2, 2.5 ], "scale": [ 1.2, 0.9, 1.2 ] }, "firstperson_righthand": { "rotation": [ 0, -90, 25 ], "translation": [ 1.13, 3.2, 1.13 ], "scale": [ 0.88, 0.68, 0.88 ] } } } (_1 and _2 are the same with the respective layer0)
    • Hello I've been having some issues with Multipart entities and that it is constantly taking damage. The video below shows the issues. Also the hit boxes that are moving constantly seem to be still, because you can still be seated on the hit box where it is suppose to be.  Here is some modified code taken from EnderDragonPart. public class TheHeartPart extends PartEntity<TheHeart> { public final TheHeart parentMob; public final String name; private final EntityDimensions size; public TheHeartPart(TheHeart pParentMob, String pName, float pWidth, float pHeight) { super(pParentMob); this.size = EntityDimensions.scalable(pWidth, pHeight); this.refreshDimensions(); this.parentMob = pParentMob; this.name = pName; } @Override protected void defineSynchedData() { } @Override protected void readAdditionalSaveData(CompoundTag pCompound) { } @Override protected void addAdditionalSaveData(CompoundTag pCompound) { } @Override public boolean isPickable() { return true; } @Nullable public ItemStack getPickResult() { return this.parentMob.getPickResult(); } @Override public boolean hurt(DamageSource pSource, float pAmount) { return false; //return this.isInvulnerableTo(pSource) ? false : this.parentMob.hurt(pSource, pAmount); } @Override public boolean is(Entity pEntity) { return this == pEntity || this.parentMob == pEntity; } @Override public Packet<ClientGamePacketListener> getAddEntityPacket() { throw new UnsupportedOperationException(); } @Override public EntityDimensions getDimensions(Pose pPose) { return this.size; } @Override public boolean shouldBeSaved() {return false;} } Any help is greatly appreciated!
    • I've been trying to run some modpacks through Prism launcher which haven't been working and I narrowed it down due to some forge issues. The issues only happen with modpacks using forge 1.20.1 so I tried to reinstall 1.20.1, but I keep getting this error log:https://pastebin.com/4w9pGURJ 
    • I split your reply to an unrelated topic into a separate request for help.   Please read the FAQ for how to properly request help and post logs.
  • Topics

×
×
  • Create New...

Important Information

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