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dwinget2008

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    Familiarizing myself with modding basics.

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  1. I have been looking around a lot and the most that I have come up with for this is the fact that we all, those who want to use .obj files for armor have to create our own custom model loader and renderer that will fit into the ModelBiped class. I think that a future release of forge it would be a great idea if we were all able to use the same loader and renderer for our models. This would cut modding time and would allow modders use better modles for armor. I like that you already did this for blocks and items, I think that taking it one more step and allowing armor would be great. Thanks for your time.
  2. Thanks I am going to look into this and see what I can learn from it.
  3. You will have to render it yourself from what I know, you will either need to create a custom OBJ loader and renderer, or use a OBJ loader and create a custom renderer for it. Ok, I have been trying that. The problem is that I am a C# Developer by profession and I have little knowledge of rendering anything. I am used to HTML and rendering things in a Web Application. Do you have any thoughts on where I can look to learn more about creating OBJ Loaders and Renderers?
  4. I am assuming by the utter lack of responses that this either hasn't, or can't be done or no one that knows want to share information. Thanks for reading anyway. Maybe someday in the future this kind of thing will be easier and we will see cool armor models in Minecraft
  5. I got this to work but I had to tweak the API a little to do so
  6. I am trying to use that Jade API, I try to load it into 1.7.10 and it wont work, the Read me says that it is a 1.10.2 API but when I load it there it says that the API needs 1.7.10
  7. I have looked into this a lot and talked to people on the irc channel, the obj was added for blocks and items but not armor. I still am working on figuring out how to get a custom renderer for the armors. I am testing out the one that you have posted here for 1.7.10 to see how that one works. When I load in a model for a helmet the the model is huge and in the wrong place. Do I need to include a json file in 1.7.10 for the examples above? I really want to figure this out so that I can move forward with my mod idea.
  8. I know that this is very old. But I was wondering if this has been done or figured out for 1.10.2. Is this different for 1.10.2?
  9. I have been looking around for a few days now and can't find anything on using .obj files from blender for custom armor in minecraft 1.10.2. I have seen tutorials on items and blocks, but if anyone can point me in the right direction for armors that would be great. Thanks for your thoughts and time.
  10. Thanks. I will make sure not to do that again. Great full for the help.
  11. I am trying to make a block that helps players but hurts everything else. I have looked around and haven't found an answer to this and I am sure that someone else has com across this issue. Here is a copy of the code: http://pastebin.com/xHNiyzuQ And here is the copy of the crash that I get: http://pastebin.com/WvxhM3aw This only happens if my block has an effect that is being applied to the mob. If there is not effect then it is ok. Thoughts?
  12. I have been looking all day for a fix to this. Guess I didn't look far enough into the code. Thanks!
  13. If you put in an oak log you get oak planks, if you put in jungle logs you get jungle planks..... (proper) Ok well that suck then. I was hoping that there was a way to do this. I wanted to take into account other mods that might add trees and logs to the game. I guess that I will have to think ahead and just add their recipes to my mode from their API code. Thanks.
  14. I know how to use the oredictionary for crafting. But my question is a little more advanced than just: GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(Block.planks, 2, 0), new Object[] {"%", '%', "logWood"})); for example. I would like to be able to do something like this: GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack("plankWood"), new Object[] {"%", '%', "logWood"}); I know that the code here is wrong because there needs to be a block in the place of "plankWood" rather than a string. I have tried using: GameRegistry.addRecipe(new ShapedOreRecipe(new ItemStack(Block.wood, 1, WILDCARD_VALUE));, new Object[] {"%", '%', "logWood"}); and this works, but it will only ever give out Oak wood as the result rather than the proper planks. Does any one have any thought on how to correct this?
  15. Thanks. I will look into this. I want to look into "altering" the rock material, being as that is what the block is, so that I can harvest without a pick. thanks for your help.
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