Posted March 23, 201312 yr 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
March 23, 201312 yr 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?
March 23, 201312 yr 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
March 23, 201312 yr 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?
March 23, 201312 yr 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. https://minecraft.curseforge.com/members/Subaraki/projects
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