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  • Draco18s

Draco18s

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  • Content Count

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    March 14, 2013
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Everything posted by Draco18s

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  1. Draco18s

    Item put out light

    Draco18s replied to hkiller1's topic in Modder Support

    That, I believe, is not something that can be done through Forge.
    • April 17, 2013
    • 11 replies
  2. Draco18s

    [SOLVED] Overriding/Extending an Already Existing Block

    Draco18s replied to Cannash's topic in Modder Support

    It's still a new block (just as if you'd extended Block) so all the usual things apply. But really, that's it. Any functions you want to "remove" you need to create a new one (even if blank) and use the @Override annotation (which you should be doing anyway).
    • April 16, 2013
    • 9 replies
  3. Draco18s

    [SOLVED] Overriding/Extending an Already Existing Block

    Draco18s replied to Cannash's topic in Modder Support

    It's still a new block (just as if you'd extended Block) so all the usual things apply. But really, that's it. Any functions you want to "remove" you need to create a new one (even if blank) and use the @Override annotation (which you should be doing anyway).
    • April 16, 2013
    • 9 replies
  4. Draco18s

    [SOLVED] Overriding/Extending an Already Existing Block

    Draco18s replied to Cannash's topic in Modder Support

    public class MyBlock extends VanillaBlock { //code }
    • April 16, 2013
    • 9 replies
  5. Draco18s

    [SOLVED] Overriding/Extending an Already Existing Block

    Draco18s replied to Cannash's topic in Modder Support

    public class MyBlock extends VanillaBlock { //code }
    • April 16, 2013
    • 9 replies
  6. Draco18s

    Any tutorials for custom block rendering?

    Draco18s replied to Flenix's topic in Modder Support

    Got any links? Never heard of Tesselators, and google didn't help much either. I'm not sure what it is, exactly, but I know what it does. It draws quads (4-sided polygons in 3D space). Example: tessellator.addVertexWithUV(minX, theY, maxZ, minU, maxV); tessellator.addVertexWithUV(minX, theY, minZ, minU, minV); tessellator.addVertexWithUV(maxX, theY, minZ, maxU, minV); tessellator.addVertexWithUV(maxX, theY, maxZ, maxU, maxV); Draws a single plane on the X/Z plane (i.e. the top of a block). Flipping the points around (reverse order) will render it upside down (i.e. bottom of a block). Not sure what the orientation is of those four lines offhand, though. I think it's the underside, based off a comment in the code referencing the "bottom of the bed" where I got it from.
    • April 15, 2013
    • 14 replies
  7. Draco18s

    Any tutorials for custom block rendering?

    Draco18s replied to Flenix's topic in Modder Support

    Tesselators aren't that bad either. 4 corners of 3D space and some texture UV coordinates and you're golden.
    • April 15, 2013
    • 14 replies
  8. Draco18s

    How to Use mcmod.info files - Actual Documentation Within

    Draco18s posted a topic in Modder Support

    It has come to my attention that no one knows about the following link: https://github.com/MinecraftForge/FML/wiki/FML-mod-information-file You're welcome
    • April 15, 2013
  9. Draco18s

    Adding Names with Language Registry

    Draco18s replied to Julienlego's topic in Modder Support

    Unrelated, but worth pointing out: public static final Block greenGlass = new BlockStainedGlass(919).setUnlocalizedName("glassGreen").setHardness(0.3F).setCreativeTab(CreativeTabs.tabDecorations).setStepSound(Block.soundGlassFootstep); Ew. You're not using a config file for your block and item IDs! Also, all those function calls to set names, hardness, and so on, I'd put those inside the class file, except where needed to override (eg. all your stained glass has the same hardness, so put that IN the class BlockStainedGlass, but they have different names, so keep that outside).
    • April 14, 2013
    • 2 replies
  10. Draco18s

    Light Flicker

    Draco18s replied to mrkennedyfreak's topic in Modder Support

    What function gets called when you schedule an update? Maybe....use that function to...schedule an update?
    • April 14, 2013
    • 10 replies
  11. Draco18s

    Light Flicker

    Draco18s replied to mrkennedyfreak's topic in Modder Support

    world.scheduleBlockUpdate(x, y, z, blockID, delayTicks)
    • April 14, 2013
    • 10 replies
  12. Draco18s

    Block with a custom Icon

    Draco18s replied to Pow3rCut's topic in Modder Support

    Look at the renderType. Some vanilla items do this.
    • April 13, 2013
    • 2 replies
  13. Draco18s

    Scala

    Draco18s replied to mnn's topic in Modder Support

    Scala is a programming language. I have no idea if that's even possible.
    • April 13, 2013
    • 5 replies
  14. Draco18s

    what are the other parameters?

    Draco18s replied to endershadow's topic in Modder Support

    You can also go to the function definition itself and see what it does.
    • April 13, 2013
    • 2 replies
  15. Draco18s

    overriding a method in EntityRenderer

    Draco18s replied to AzureusNation123's topic in Modder Support

    You're not extending a class for super to be of any use. Or overrides.
    • April 12, 2013
    • 5 replies
  16. Draco18s

    overriding a method in EntityRenderer

    Draco18s replied to AzureusNation123's topic in Modder Support

    And what were the errors?
    • April 12, 2013
    • 5 replies
  17. Draco18s

    Minecraft Texture path?

    Draco18s replied to tom's topic in Modder Support

    The whole texture stealing thing I didn't see myself until I went to steal some of the code from the grass block to make a block that camouflaged itself as grass. Hehe.
    • April 11, 2013
    • 5 replies
  18. Draco18s

    overriding a method in EntityRenderer

    Draco18s replied to AzureusNation123's topic in Modder Support

    @Override public void render(...) { //your code super.render(...); }
    • April 11, 2013
    • 5 replies
  19. Draco18s

    Minecraft Texture path?

    Draco18s replied to tom's topic in Modder Support

    1.5 uses the IconRegister system, not a file reference system. If you want to use "the texture BlockX is using" then you want to reference that block directly, for example: this.blockTexture = Block.sponge.getTextureFromSide(0); Grass does this to get its bottom face, by borrowing dirt's texture (the number passed is the side; 0 is the bottom, 1 is the top, 2-4 are the sides). If you want the texture BlockX would use but make a copy of it (for whatever reason) then you need to register it, e.g. iconRegister.registerIcon("sponge"); This is how the vanilla sponge registers its texture. All vanilla blocks use their unlocalized block name as the string to register their icons.
    • April 11, 2013
    • 5 replies
  20. Draco18s

    Releasing Mod Help

    Draco18s replied to Petersfun's topic in Modder Support

    After reobfuscating, open the folder /reobf then open the folder /minecraft then zip the folder myname into a zip file (myname.zip) and preserve folder structure. That should cause it to load just fine (you'll have to add your textures manually, the /mod folder from /src if you're using 1.5+). I have a sneaking suspicion that you're zipping the java files not the class files (I did that the other day, to much confusion).
    • April 11, 2013
    • 4 replies
  21. Draco18s

    Minecraft Texture path?

    Draco18s replied to tom's topic in Modder Support

    http://www.minecraftforge.net/wiki/Icons_and_Textures#Item_and_Block_Textures
    • April 11, 2013
    • 5 replies
  22. Draco18s

    array troubles

    Draco18s replied to tuskiomi's topic in Modder Support

    you did but either you deleted your own post or a moderator did I didn't delete it. No idea why a mod would have, either. It was basically a copy-past of the OP's code with that one change.
    • April 11, 2013
    • 8 replies
  23. Draco18s

    [1.5.1] Modding Help

    Draco18s replied to cja711's topic in Modder Support

    That will require an entity of some kind. And probably a model to go with it. And that requires things I don't even know about (haven't touched mob or GUI code yet).
    • April 11, 2013
    • 1 reply
  24. Draco18s

    array troubles

    Draco18s replied to tuskiomi's topic in Modder Support

    I could have sworn I replied to this thread, along the lines of... private static final String[] colors = new String[16]; //INITIALIZE ME FIRST Ah well.
    • April 11, 2013
    • 8 replies
  25. Draco18s

    Damage Entity

    Draco18s replied to mrkennedyfreak's topic in Modder Support

    Me either, I've even used it with a custom damage source. playerEntity.attackEntityFrom(new ColdDamage(), 1); For vanilla damage types: playerEntity.attackEntityFrom(Damage.generic, 2); (This is, of course, attacking the player, for other entities, you need a reference to that entity).
    • April 11, 2013
    • 4 replies
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