Jump to content

Recommended Posts

Posted

I am trying to learn how to create armor for minecraft using mc forge, but I ran into some difficulties. All tutorials I watch add .setIconCoord() and .setItemName() to the end of the new armor, but when I attempt this, it gives me an error.

 

errorOutput.png

 

I am using mcforge version 7.7.0.605. For this test project, I am working on making gold-trimmed diamond armor.

 

GoldTrimmed.java (Main Class)

http://paste.minecraftforge.net/view/68afd075

 

gDiamondArmor.java (Armor Class)

http://paste.minecraftforge.net/view/3384f9d0

 

CommonProxy.java (Server Proxy)

http://paste.minecraftforge.net/view/67a8ed5f

 

ClientProxy.java (Client Proxy)

http://paste.minecraftforge.net/view/9c7a7b24

 

Thanks

Posted

Gosh, people these days.

 

I think you're wrong, you SHOULD use Eclipse.

 

please.. Don't try to act professional without Eclipse.

 

Reason? If you are professional why are you watching YouTube videos?

 

The fix is.

Replace all .setBlockName or .setItemName to .setUnlocalizedName

 

The unlocalized name is your texture, that means you can remove .setIconCoord() and all the other texture stuff.

 

If you have for example

 

testBlock = new TestBlock(222, 0).setUnlocalizedName("testBlock");

 

It would be located in :

 

Minecraft.jar's :

textures/blocks/testBlock.png

 

If it is a ITEM then:

 

testItem = new TestItem(8000).setUnlocalizedName("testItem");

 

It would be located in :

 

Minecraft.jar's :

textures/items/testItem.png

 

 

 

SWITCH TO ECLIPSE!

 

ALSO, YOU HAVE TO USE "recompile.bat" EVERYTIME YOU EDIT THE CODE!

 

ECLIPSE AUTOMATICALLY DOES RECOMPILE FOR YOU! AND IT IS FAST!

Posted

Gosh, people these days.

 

I think you're wrong, you SHOULD use Eclipse.

 

please.. Don't try to act professional without Eclipse.

 

Reason? If you are professional why are you watching YouTube videos?

 

The fix is.

Replace all .setBlockName or .setItemName to .setUnlocalizedName

 

The unlocalized name is your texture, that means you can remove .setIconCoord() and all the other texture stuff.

 

If you have for example

 

testBlock = new TestBlock(222, 0).setUnlocalizedName("testBlock");

 

It would be located in :

 

Minecraft.jar's :

textures/blocks/testBlock.png

 

If it is a ITEM then:

 

testItem = new TestItem(8000).setUnlocalizedName("testItem");

 

It would be located in :

 

Minecraft.jar's :

textures/items/testItem.png

 

 

 

SWITCH TO ECLIPSE!

 

ALSO, YOU HAVE TO USE "recompile.bat" EVERYTIME YOU EDIT THE CODE!

 

ECLIPSE AUTOMATICALLY DOES RECOMPILE FOR YOU! AND IT IS FAST!

why people alawy want the easiest way????????? people should use clipse when they are beginers(or when they will create an android program)i make my mods with n++ and its good, also the textures dont need to go into de jar just put in mcp/eclipse/minecraft/bin (if u start from eclipse) or mcp/bin/minecraft(if u start from startclient and startsever bat).

"ALSO, YOU HAVE TO USE "recompile.bat" EVERYTIME YOU EDIT THE CODE!"

wrong if he uses eclipse he can just copy and paste the recompiled code to the mcp/bin and then just use reobfuscate bat.

ProTip:

in your mod zip/jar u need to create a folder mods and then a folder yourmodname and then a folder called textures and then a folder called items (same for blocks just change items to blocks)

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.