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Toomuchbob

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Everything posted by Toomuchbob

  1. Rendering a block (lets say iron ore) somewhere in the world. Doesn't matter where or what. But just an example I can load and see the block in the world rendered, and start figuring out from there.
  2. I took a break from this after a month or so of getting nowhere while I focused on a new job I got. I'm back, and trying to figure this stuff out and well, I'm still just as lost as I was before. I've managed to wrap my head around the blockRendererDispatcher (I think) But I'm completely thrown off by @Cadiboo's example code, where s/he doesn't use any of the methods discussed in previous posts on this thread. If I could even figure out how to render a single block somewhere in the world I feel like I'd have some footing, but I can't even find examples of that.
  3. This has really got me stumped. So much so that I don't even know what kind of question to ask at this point. I've always had a much better understanding of things by simply doing them and learning from existing examples. But I can't get anything working because I apparently picked something much more complex that other stuff (or I simply understand the other stuff more because there are examples of it). Scoring the internet for anyone just rendering a client-side block, can't find even a hint of an example. I guess just venting my frustrations as I continue to pick away at it.
  4. I haven't "done" anything yet. I'm trying to understand how this stuff works before I put it into practice.
  5. I guess this has to eventually go back to a list of all blocks in the game somewhere, and I'm just telling it what blocks to render? public BlockRendererDispatcher(BlockModelShapes p_i46577_1_, BlockColors p_i46577_2_) public BlockRendererDispatcher(BlockModelShapes p_i46577_1_, BlockColors p_i46577_2_) It's hard to track down stuff in minecraft's code until you become familiar with it, that much is obvious. I can't find what these two arguments are asking for, and it's likely because I don't understand what BlockRendererDispatcher really does. Maybe I'm thinking about it wrong, but I figured I'd just be telling it to render a certain kind of block, but instead it's asking for Shapes and Colors, and I don't get why.
  6. I've been reading through BlockRendererDispatcher and it's going completely over my head. Without any prior forge modding experience, a lot of this is overwhelming. Can someone provide me with some "cliffs notes", so to speak, as to what is going on in that class?
  7. From what I can gather from old posts about Tick events, this doesn't update every frame, but rather by the servers tick rate (20Hz), will I run into rendering issues or is this no longer the case?
  8. I assume you meant BlockRendererDispatcher, as I can't seem to find a BlockRenderDispatcher class. Is there a decent way to start learning forge modding? Tutorials are mostly bad or only cover new items and blocks. I actually made what I want to accomplish in Bukkit a few years ago without much hassle; Forge is much more robust, but also much more difficult because of this, and with little to no documentation, very difficult to learn.
  9. How do you know what this does? I can't find any comments explaining this functionality. Is there a decent resource for learning this?
  10. I'm looking for a method to implement "fake" blocks into the client-side of forge and display them to the player; have them be passable (no collision) and surround the chunk coordinates. I by no means want anyone writing code for me, but I'm relatively new to modding in forge and I'm struggling with finding classes in the jar that help with what I'm trying to accomplish. I'd like to achieve the following: Get current chunk player is standing in net.minecraft.world.chunk is where I was looking for this Get the coordinates for each corner of the chunk Seems lost in the above package somewhere, or I could just calculate this on my own? Render the border of the chunk in passable (no collision) glass blocks client-side only. This likely has to do with blockstates, but maybe there is a more best-practice way to achieve something like this? Client-side just has to do with SidedProxy I assume, and making sure the server knows nothing of these blocks. Just this information should be enough to hit the ground running with further implementation of my idea, as I build a foundation of where classes are and how events interact within Forge. Anyone willing to give me some basic direction here, it would be wonderfully appreciated.
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