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Posted

So, the backstory is that Minecraft servers don't accept ModLoader.addArmor("") as a valid form of creating armours, and I was hoping one of you would please provide an alternative to this please, it's been melting my brain for days now and I just can't seem to make it work.

 

(If I have posted this in the incorrect place please tell me and I'll move it)

 

Here's the source code to the main class:

 

http://pastebin.com/w8SsGU6n

 

And the armour class:

 

http://pastebin.com/6cfsNrpt

  • Author

Thanks, but I'm just confused on one thing, with the new textures and things? Since it mentions Items.png or does that just not matter whatsoever?

  • Author

Sorry, I don't mean to sound rude or inconsiderate, but please could I have a nice clean answer than I can work with, I'm rather new to Minecraft modding and fail to understand where I should put the texture rendering in my ClientProxy and how I should do it, I'm guessing it goes something along the lines of:

 

 

import cpw.mods.fml.client.registry.RenderingRegistry;

import mods.ACCraft.common.CommonProxy;

 

public class ClientProxy extends CommonProxy {

 

@Override

public void registerRenderers()

{

                RenderingRegistry.addArmor("");

}

}

 

 

But i'm not entirely sure :/

 

  • Author

Sorry, but I just have one last question :/ In the line:

 

connorboots = new AssassinArmour(267, AssassinArmour, RenderingRegistry.addNewArmourRendererPrefix("connorarmour"), 3).setUnlocalizedName("connor_boots");

 

 

That was originally there, how would I make it know to use the RenderingRegistry thing I called from the ClientProxy? Would I say like ClientProxy.connorarmour?

    EnumArmorMaterial hides = EnumHelper.addArmorMaterial("hides", 20, new int[]{2, 3, 2, 2}, 5);

 

 

  archerhood = new BonusArmor(RpgConfig.instance.archerhoodID, hides, 4, 0).setUnlocalizedName("archer1").setCreativeTab(tab);

        archerchest = new BonusArmor(RpgConfig.instance.archerchestID, hides, 4, 1).setUnlocalizedName("archer2").setCreativeTab(tab);

        archerpants = new BonusArmor(RpgConfig.instance.archerpantsID, hides, 4, 2).setUnlocalizedName("archer3").setCreativeTab(tab);

        archerboots = new BonusArmor(RpgConfig.instance.archerbootsID, hides, 4, 3).setUnlocalizedName("archer4").setCreativeTab(tab);

 

 

bonus armor class

 

  @Override

    public String getArmorTextureFile(ItemStack itemstack) {

        if (itemstack.itemID == mod_RpgInventory.magehood.itemID || itemstack.itemID == mod_RpgInventory.magegown.itemID || itemstack.itemID == mod_RpgInventory.mageboots.itemID) {

            return "/armor/mage_1.png";

        }

        if (itemstack.itemID == mod_RpgInventory.magepants.itemID) {

            return "/armor/mage_2.png";

        }

 

 

THAT, is how you add armor to Forge. not differently. tutorials enough out there. even i found one.

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