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SureShotM

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    I know basic java, Advanced php + more

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  1. wow okay really all of that in the preinit sounds like it defeats the point of the mcmod.info, either way thank you. If there is any other way please post here.
  2. I am wondering if the mcmod.info file still works with 1.8.9 version of forge, or with intellij. What brings me to this question is once I switched from 1.7.10 it seamed stop working and doing everything that I can to get it to work but it doesn't seem to be doing the trick. Now before you post this link, http://www.minecraftforge.net/forum/index.php?topic=21354.0, and say follow it I would like to say that I have several times exactly and it has not worked or fixed the issue. Here is my build.gradle if it will help, and the mcmod.info if for some reason the format of it changed and I did not know.
  3. Yah its all working now thank you Abastro.
  4. Of course the easy and most simplistic thing.
  5. Okay back to scrap cause I cant model worth shit and my college is out for a few, So back to the scythe the scaling wont change no matter what I put into it same with any of the gl stuff. I do have the icon being registered but i have a felling I am doing it wrong. @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { IIcon icon = item.getItem().getIcon(item, 0); GL11.glPushMatrix(); renderItem.renderIcon(0,0, icon, 6,6); GL11.glScalef(10.0f, 10.0f, 10.0f); //GL11.glTranslatef(0.0f, 1.0f, 0.0f); GL11.glPopMatrix(); }
  6. I am just going to make a model for the scythe as well, that should fix my issue.
  7. 1. @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return type == ItemRenderType.EQUIPPED; } as you can see I am just doing it for the one type but the scythe still looks huge unless I need the statement in the renderItem() to check the type. 2.Okay so gauntlet part will be easy 3.Bauble is from Azanor's mod Bauble, witch is extra equipment(jewelry). I also want to note that the scythe does not have a model and is only using the basic vanilla stuff.
  8. The solution is probably the most simple, I guess I am going at this all wrong though.
  9. I do not use that at all and will not be able to help, but so the others can help you more then I can, here is his code. ItemClass: Client Proxy: Register Item class: Render Item class: I understood what the null pointer was but the rest is confusing me.
  10. No not like that. public void preInit(FMLPreInitializationEvent event) { super.preInit(event); GameRegistry.registerItem(yourItem, nameOfItemasString); RenderItem.preInit(); } You need to register the item before it can render. I suggest if you know java to look for some tutorials, if you do not know java I suggest you learn java. My other tip to you is to look at github to see how other moders set up there environments since each one has different ways.
  11. I did download it though to see what you are doing and you are going at it all wrong in your client proxy class. public class Client extends Common { @Override public void preInit(FMLPreInitializationEvent event) { super.preInit(event); RenderItem.preInit(); } @Override public void init(FMLInitializationEvent event) { super.init(event); BasicSword.RenderSword(); } @Override public void postInit(FMLPostInitializationEvent event) { super.postInit(event); } } @Override public void preInit(FMLPreInitializationEvent event) { super.preInit(event); [glow=red,2,300] //you need to register item first here not in your Item class[/glow] RenderItem.preInit(); } There is plenty more issues that I have noticed at least from how I code. If you register the item in your client proxy before you do your rendering it should fix your null pointer problem.
  12. So I guess I have a few things I need to ask, but first something I would like to note that I am still learning rendering and though most makes sense to me I am still lost on a few things. Now for the questions/problem is that my Scythe that extends ItemSword when rendered looks like the player is holding it by the shoulder in 3rd person view, on my quest to fix this I got this. With this the moment I go into 3rd person view it doesn't show item until I fly up and then it will show this large version of the item and the player holding it by the blade. My first endeavor to fix this was to change the scaling of it to a more reasonable size then to change the rotation and translation, but GL11.glScalef(0.8f, 0.8f, 0.8f); is not doing anything no matter how much I change it. My second question is involving something I have not made yet, what I am planing is to make a gauntlet that will have its own model. In 3rd person view I want it to look like its on the player arm, will I need to just translate the item to the players arm? For the next part I want the first person view to have it look like its part of the player(slimier to the witches hand from witchery), would I need to just do a translate/rotation to achieve this? My third question is more or less about rendering, I want to make an item either a bauble or not, will render wings on the back of the player. I do know there is a bauble render that can be implement into the item its self and from there render what I want, but that's not really what I am asking. I was wondering if I wanted these wings to look animated if they need to me a entity or not?
  13. Okay one last question and I should be good. Is there a way to remove an enchantment. What I have so far is mt weapon adds enchantments on right click. What I want to do now is on update if the weapons nbt Boolean is false it will remove the enchantments, how would I achieve this since I do not see a removeEnchantment as a function under ItemStack.
  14. Okay so I finally got the soul function to work, now I forgot about the one other function that was asked for and that was no matter how much damage the souls increase it will always do .5 more damage to players. Would I need to use, @Override public void onHitEntity(not sure what goes in here){ } To achieve this, if so can some one link me to an example of how it is used.
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