Jump to content
Search In
  • More options...
Find results that contain...
Find results in...

I really need help


ImpoliteSand868
 Share

Recommended Posts

Hello, I've found a mod that I really love.

More Player Models.

i need to know how to decompile it. and update it, I wont upload it to other sites or anything.

i know there are ways to decompile .class files and the deob thing where it makes more sense.

but how do I do these things to load it into eclipse and update it?

 

 

Link to comment
Share on other sites

 

16 hours ago, Curle said:

Decompiling and changing a mod without the author's permission is against our "code of conduct", and is not encouraged.

There is a public git repo of MorePlayerModels here, but it is for 1.10.2 and you're on your own to update it.

 

Thanks Curl, I'll look up some tutorials for updating this, I love this mod, but it seems to of been forgotten, like, it doesn't even have 1.15.0 yet.

 

Link to comment
Share on other sites

2 minutes ago, ImpoliteSand868 said:

how would I load it to eclipse?

So, there's a reason that IntelliJ is recommended: Eclipse's gradle implementation is less than ideal. If you're still interested in using eclipse, take a look at a tutorial on importing gradle projects in eclipse.
Just know that most of us use IntelliJ, so it's gonna be tough to find much specific information on using Eclipse with forge.

Link to comment
Share on other sites

5 minutes ago, ImpoliteSand868 said:

now that I got it downloaded, how would I load it to eclipse? it is an intelliJ file(.iml)

I don't have intelliJ on my computer cause it takes up a lot of space, and so does eclipse.

but I've got eclipse right now.

If you can't figure out how to import an IntelliJ project into Eclipse on your own, I would hazard a guess that you have little business trying to 'update' a mod.
This is especially true if you are trying to port it from 1.10 to any modern version of Minecraft (1.13+) given the sheer amount of changes Forge and Minecraft have undergone during that time.

Link to comment
Share on other sites

I'll double that; the Flattening and the complete rewrite of the Forge internals over the 1.13 interval means that rewriting a mod is a huge undertaking.

Let alone for someone with no prior experience.

 

It's worth just reinstalling IDEA. It'll make your life easier no matter what.

Link to comment
Share on other sites

I'll triple that; the rendering has changed drastically in recent versions of Forge. It might be easier for you to rewrite the mod from scratch rather than updating it, which would require proper programming in Java (there is no "quick tools/ways" for updating mod, and videos on YouTube who claim they can "quickly" update any mod from any version is nonsense). There will be a lot of learning before you can successfully port the mod.

 

This is no discouragement though; we encourage you to learn modding and programming, and use your knowledge to port the mod.

After you are done with learning the basics, I would suggest checking out the model system of Forge: https://mcforge.readthedocs.io/en/1.15.x/models/introduction/.

 

Edited by DavidM

Some tips:

Spoiler

Modder Support:

Spoiler

1. Do not follow tutorials on YouTube, especially TechnoVision (previously called Loremaster) and HarryTalks, due to their promotion of bad practice and usage of outdated code.

2. Always post your code.

3. Never copy and paste code. You won't learn anything from doing that.

4. 

Quote

Programming via Eclipse's hotfixes will get you nowhere

5. Learn to use your IDE, especially the debugger.

6.

Quote

The "picture that's worth 1000 words" only works if there's an obvious problem or a freehand red circle around it.

Support & Bug Reports:

Spoiler

1. Read the EAQ before asking for help. Remember to provide the appropriate log(s).

2. Versions below 1.11 are no longer supported due to their age. Update to a modern version of Minecraft to receive support.

 

 

Link to comment
Share on other sites

  • 3 weeks later...

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
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.

 Share



  • Recently Browsing

    No registered users viewing this page.

  • Posts

    • Thanks everybody! I managed to fix it. I just had some missing attributes in my OilFluid class
    • W10 Pro. Android 11 on my S20+(or is it 12 already?). My two other computers are running on W10 home, all behind G-Data security suite, and a Fritz. I'm supposed to use Linux, no? I hate making things compatible, and Linux has limited access to some games I love, so...Mac is even worth I guess? I'm buying servers btw. It's not I couldn't set one up for Linux, but I lack the skills in online security, and I'm paranoid. So not a good combo I guess?
    • Yeah, the whole registry process can be quite confusing and daunting for how MC is working nowadays, but once you get the grasp of it, it actually saves a whole lot of effort, and quantity of code. I'd spend 3 days+ to actually figure I had to apply the getter(.get())[<-- is this even named getter?], to any of the .class references, because stupid Eclipse refused to de-obfuscate the source of problems. It was just making stupid a** auto fix suggestions, that didn't help at all. Google found the answer quite often though. And don't even get me started when I was trying to implement the Oil to world generation. I was literally tearing my hair out for days. But don't give up. We're not the only ones dealing with the reinvention of MC code wheel. I mean I get it. There's always room for improvements. But a wheel is just a wheel, right?
    • Thank you everybody, I have figured out the cause. I was accidentally passing in the constructor for the Fluids instead of the RegistryObject. I changed: super(new ForgeFlowingFluid.Properties( OilFluid.Source::new, OilFluid.Flowing::new, to: super(new ForgeFlowingFluid.Properties( ModFluids.OIL, ModFluids.FLOWING_OIL, And now the fluid actually works! But it doesn't spread though, I think I'd be able to figured it out from now. Thanks a lot Luis_ST and Cratthorax!
    • Because I was used to doing it like that in the past. Also, a block is very sparse in code quantity. Also, also, I would use the blocks to check against blocks of same type at lower levels, to mark as an indicator to what can be found digging deeper into the ground. Doing that with anything but the same object type is just unnecessarily bloating code. However, I had to use creative ways to get something working. What I did was rendering my block and its voxel shape invisible, make it nonsolid and notBlockMovement, then apply the randomTick() method, and using this: worldIn.destroyBlock(pos, true);...which basically drops the item after the blocks gets randomly destroyed. The good thing about that is, with the new DataPack function, I can do all that stuff with a single block object, and then just use instances of other block registers and their properties. I can also customize the loot tables for any of them, but don't need an actual block.class for any of them. Given how I have more then 60 ore blocks in my old mod, that is a really great thing about newer MC versions. The final solution was actually found in vanilla Block.AIR, after messing around with various methods, none of them doing what was easily done in the past MC versions with onBlockAdded(), and dropBlockAsItem(). I'll just leave the block code, and register code here for reference, which should give you a picture of the many things I was trying without success:
  • Topics

  • Who's Online (See full list)

×
×
  • Create New...

Important Information

By using this site, you agree to our Privacy Policy.