Jump to content

Help please


Recommended Posts

Spoiler

 

Minecraft Version: 1.7.10
    Operating System: Windows 10 (x86) version 10.0
    Java Version: 1.8.0_161, Oracle Corporation
    Java VM Version: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
    Memory: 296777224 bytes (283 MB) / 521117696 bytes (496 MB) up to 523501568 bytes (499 MB)
    JVM Flags: 6 total; -XX:HeapDumpPath=MojangTricksIntelDriversForPerformance_javaw.exe_minecraft.exe.heapdump -Xmx512M -XX:+UseConcMarkSweepGC -XX:+CMSIncrementalMode -XX:-UseAdaptiveSizePolicy -Xmn128M
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    IntCache: cache: 0, tcache: 0, allocated: 12, tallocated: 94
    FML: MCP v9.05 FML v7.10.99.99 Minecraft Forge 10.13.4.1614 Optifine OptiFine_1.7.10_HD_U_D7 26 mods loaded, 26 mods active
    States: 'U' = Unloaded 'L' = Loaded 'C' = Constructed 'H' = Pre-initialized 'I' = Initialized 'J' = Post-initialized 'A' = Available 'D' = Disabled 'E' = Errored
    UCHIJAAAA    mcp{9.05} [Minecraft Coder Pack] (minecraft.jar)
    UCHIJAAAA    FML{7.10.99.99} [Forge Mod Loader] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
    UCHIJAAAA    Forge{10.13.4.1614} [Minecraft Forge] (forge-1.7.10-10.13.4.1614-1.7.10.jar)
    UCHIJAAAA    CodeChickenCore{1.0.5.37} [CodeChicken Core] (minecraft.jar)
    UCHIJAAAA    NotEnoughItems{1.0.4.95} [Not Enough Items] (NotEnoughItems-1.7.10-1.0.4.95-universal.jar)
    UCHIJAAAA    ArchimedesShips{1.7.10 v1.7.1} [Archimedes' Ships] (ArchimedesShips-1.7.1.jar)
    UCHIJAAAA    weaponmod{v1.14.3} [Balkon's WeaponMod] (Balkons-Weapon-Mod-1.7.10.jar)
    UCHIJAAAA    CrossbowMod2{a0.1.6} [Crossbow Mod 2] (Crossbow-Mod-2-1.7.10.jar)
    UCHIJAAAA    DamageIndicatorsMod{3.2.0} [Damage Indicators] (Damage-Indicators-Mod-1.7.10.jar)
    UCHIJAAAA    grapplemod{1.7.10-v10} [Grappling hook mod] (Grappling-Hook-Mod-1.7.10.jar)
    UCHIJAAAA    lycanitesmobs{1.13.0.5 - MC 1.7.10} [Lycanites Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    arcticmobs{1.13.0.5 - MC 1.7.10} [Lycanites Arctic Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    demonmobs{1.13.0.5 - MC 1.7.10} [Lycanites Demon Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    desertmobs{1.13.0.5 - MC 1.7.10} [Lycanites Desert Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    forestmobs{1.13.0.5 - MC 1.7.10} [Lycanites Forest Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    freshwatermobs{1.13.0.5 - MC 1.7.10} [Lycanites Freshwater Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    infernomobs{1.13.0.5 - MC 1.7.10} [Lycanites Inferno Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    junglemobs{1.13.0.5 - MC 1.7.10} [Lycanites Jungle Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    mountainmobs{1.13.0.5 - MC 1.7.10} [Lycanites Mountain Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    plainsmobs{1.13.0.5 - MC 1.7.10} [Lycanites Plains Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    saltwatermobs{1.13.0.5 - MC 1.7.10} [Lycanites Saltwater Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    shadowmobs{1.13.0.5 - MC 1.7.10} [Lycanites Shadow Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    swampmobs{1.13.0.5 - MC 1.7.10} [Lycanites Swamp Mobs] (LycanitesMobsComplete+1.13.0.5+[1.7.10].jar)
    UCHIJAAAA    battlegear2{1.7.10} [Mine & Blade Battlegear 2 - Bullseye] (Mine-Blade-Battlegear-2-Mod-1.7.10.jar)
    UCHIJAAAA    harvestcraft{1.7.10j} [Pam's HarvestCraft] (Pam's HarvestCraft 1.7.10Lb.jar)
    UCHIJAAAA    ReiMinimap{1.7.10} [Rei's Minimap] (Reis-Minimap-Mod-1.7.10.jar)
    GL info: ' Vendor: 'Intel' Version: '4.4.0 - Build 21.20.16.4550' Renderer: 'Intel(R) HD Graphics 620'
    Launched Version: 1.7.10-Forge10.13.4.1614-1.7.10
    LWJGL: 2.9.1
    OpenGL: Intel(R) HD Graphics 620 GL version 4.4.0 - Build 21.20.16.4550, Intel
    GL Caps: Using GL 1.3 multitexturing.
Using framebuffer objects because OpenGL 3.0 is supported and separate blending is supported.
Anisotropic filtering is supported and maximum anisotropy is 16.
Shaders are available because OpenGL 2.1 is supported.

    Is Modded: Definitely; Client brand changed to 'fml,forge'
    Type: Client (map_client.txt)
    Resource Packs: []
    Current Language: English (US)
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Anisotropic Filtering: Off (1)
    OptiFine Version: OptiFine_1.7.10_HD_U_D7
    Render Distance Chunks: 10
    Mipmaps: 4
    Anisotropic Filtering: 1
    Antialiasing: 0
    Multitexture: false
    Shaders: null
    OpenGlVersion: 4.4.0 - Build 21.20.16.4550
    OpenGlRenderer: Intel(R) HD Graphics 620
    OpenGlVendor: Intel
    CpuCount: 4

 

 

Edited by diesieben07
spoiler
Link to comment
Share on other sites

  • Guest locked this topic
Guest
This topic is now closed to further replies.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Try deliting feur builder  It caused this issue in my modpack
    • I am not using hardcoded recipes, I'm using Vanilla's already existing code for leather armor dying. (via extending and implementing DyeableArmorItem / DyeableLeatherItem respectively) I have actually figured out that it's something to do with registering item colors to the ItemColors instance, but I'm trying to figure out where exactly in my mod's code I would be placing a call to the required event handler. Unfortunately the tutorial is criminally undescriptive. The most I've found is that it has to be done during client initialization. I'm currently trying to do the necessary setup via hijacking the item registry since trying to modify the item classes directly (via using SubscribeEvent in the item's constructor didn't work. Class so far: // mrrp mrow - mcmod item painter v1.0 - catzrule ch package catzadvitems.init; import net.minecraft.client.color.item.ItemColors; import net.minecraft.world.item.Item; import net.minecraftforge.registries.ObjectHolder; import net.minecraftforge.fml.event.lifecycle.FMLClientSetupEvent; import net.minecraftforge.fml.common.Mod; import net.minecraftforge.eventbus.api.SubscribeEvent; import net.minecraftforge.client.event.ColorHandlerEvent; import catzadvitems.item.DyeableWoolArmorItem; @Mod.EventBusSubscriber(bus = Mod.EventBusSubscriber.Bus.MOD) public class Painter { @ObjectHolder("cai:dyeable_wool_chestplate") public static final Item W_CHEST = null; @ObjectHolder("cai:dyeable_wool_leggings") public static final Item W_LEGS = null; @ObjectHolder("cai:dyeable_wool_boots") public static final Item W_SOCKS = null; public Painter() { // left blank, idk if forge throws a fit if constructors are missing, not taking the chance of it happening. } @SubscribeEvent public static void init(FMLClientSetupEvent event) { new Painter(); } @Mod.EventBusSubscriber private static class ForgeBusEvents { @SubscribeEvent public static void registerItemColors(ColorHandlerEvent.Item event) { ItemColors col = event.getItemColors(); col.register(DyeableUnderArmorItem::getItemDyedColor, W_CHEST, W_LEGS, W_SOCKS); //placeholder for other dye-able items here later.. } } } (for those wondering, i couldn't think of a creative wool helmet name)
    • nvm found out it was because i had create h and not f
    • Maybe there's something happening in the 'leather armor + dye' recipe itself that would be updating the held item texture?
    • @SubscribeEvent public static void onRenderPlayer(RenderPlayerEvent.Pre e) { e.setCanceled(true); model.renderToBuffer(e.getPoseStack(), pBuffer, e.getPackedLight(), 0f, 0f, 0f, 0f, 0f); //ToaPlayerRenderer.render(); } Since getting the render method from a separate class is proving to be bit of a brick wall for me (but seems to be the solution in older versions of minecraft/forge) I've decided to try and pursue using the renderToBuffer method directly from the model itself. I've tried this route before but can't figure out what variables to feed it for the vertexConsumer and still can't seem to figure it out; if this is even a path to pursue.  The vanilla model files do not include any form of render methods, and seem to be fully constructed from their layer definitions? Their renderer files seem to take their layers which are used by the render method in the vanilla MobRenderer class. But for modded entities we @Override this function and don't have to feed the method variables because of that? I assume that the render method in the extended renderer takes the layer definitions from the renderer classes which take those from the model files. Or maybe instead of trying to use a render method I should be calling the super from the renderer like   new ToaPlayerRenderer(context, false); Except I'm not sure what I would provide for context? There's a context method in the vanilla EntityRendererProvider class which doesn't look especially helpful. I've been trying something like <e.getEntity(), model<e.getEntity()>> since that generally seems to be what is provided to the renderers for context, but I don't know if it's THE context I'm looking for? Especially since the method being called doesn't want to take this or variations of this.   In short; I feel like I'm super super close but I have to be missing something obvious? Maybe this insane inane ramble post will provide some insight into this puzzle?
  • Topics

×
×
  • Create New...

Important Information

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