Jump to content

Geforce

Forge Modder
  • Posts

    86
  • Joined

  • Last visited

Everything posted by Geforce

  1. Hey there, Whenever I try to run setupDecompWorkspace in Forge v12.17.0.2051, I get this error. It doesn't actually tell me what's wrong, so I was wondering how I could fix it. Here's the stacktrace: http://pastebin.com/Bg6eg4Ch Thanks!
  2. Here's a pastebin link to the code: http://pastebin.com/8bWqKY2r Line 47 is the BlockModelRenderer.renderModel() call.
  3. Ah, thanks, that's exactly what I've been looking for! I used some of your code to finish up my TESR. The only thing is that I'm still getting the same crash as before, do you know what's wrong? Code: Crash:
  4. Well, I was trying to render it dynamically at first, by using vertexes, WorldRenderer, and the Tessellator to draw the texture of a block. But then I noticed that I had the IBakedModel of the Block I wanted to render as, so I thought that would be easier to use, especially if the block used multiple textures (furnace, grass, etc.). If there is an easier way to accomplish the same thing without using a TESR, please let me know.
  5. Hey there, I made a block with a TileEntitySpecialRenderer, and I want to have it rendered as whatever block is inserted into the TESR block's GUI. I'm currently using the code below, just to try to at least get it working, but it always crashes with this error, also below. I'm not sure if BlockModelRenderer.renderModel() is the correct method I'm supposed to be using here, and if I'm supposed to be using the GL methods as well (eg: pullMatrix(), popMatrix(), etc)? Could someone clear this up for me? Thanks! Code: Crash:
  6. Hi there, I'm trying to finish up the last release of my mod for 1.8/.8, so I can update to 1.10. I just need to find a solution to this one small problem. I have the Block and IBlockState instances of another type of Block that players insert into my custom block's GUI. How can I change just the texture (only) of my custom block to the texture of the block in the GUI? In 1.7.10, I used getIcon(World, X, Y, Z) to determine what block was inserted into the GUI, and changed my block's texture accordingly. What's the 1.8.8 version of that method?
  7. Hello everyone, Today, I'm going to show you how to use Forge's built-in version update checker found in v11.14.3.1549 and later. First, create an update.json file. Lastly, add the URL of your newly created file to your @Mod annotation. ...And you're done! If someone uses an outdated version of your mod, Forge will show a download link and changelog for the new version, using the info you've provided. Hope this helps!
  8. Hey, I'm trying to port my mod from 1.7.10 to 1.8, and I noticed one feature doesn't work in the 1.8 version. In 1.7.10, I can use Reflection to modify EntityRenderer.cameraZoom to have the camera zoom in and out, but in 1.8, that doesn't seem to work. I've made sure I'm modifying EntityRenderer.cameraZoom correctly by printing out the value, and it is actually being changed, but the view doesn't change at all. Does anyone know what I'm doing wrong? Is there some sort of "refresh" method I need to call in 1.8?
  9. Hey, I'm trying to add my security camera model from 1.7.10 to 1.8. .java models for blocks are no longer used, so I had to make a .json model for my cameras in 1.8. The model looks fine, but I was wondering, how could I have one specific box (the main camera body, to be exact) in the model rotate? In 1.7.10 with .java models, I could just modify the rotation angles of one of the boxes in my TESR, but it doesn't seem like I can do that now. Would I have to use an ISmartItemModel or something? Here's a video showing the camera from 1.7.10, and how I would like it to rotate: Thanks for reading.
  10. In your @Mod annotation, simply set "canBeDeactivated=true". Only use this if you're sure you won't harm anything by suddenly disabling it, such as with GUI tweaks or chat mods.
  11. Hey everyone, The code I'm currently using to check if a player is online works absolutely fine in multiplayer, but I get a NullPointerException whenever I use it in a LAN world. Apparently, something to do with MinecraftServer returns null when you're using LAN. Could someone help me out? Code: Crash:
  12. Hey guys, I was wondering, is there any easy way to get the recipe for a given item/block? I was making a "manual" item that describes all the blocks in my mod, and it'll be nice if I could draw the block's recipe right in the manual's GUI, just like the CraftGuide mod. Any ideas? Thanks.
  13. You can use World.getBlockState(blockPos).getBlock() to get a block, and World.setBlockState(blockPos, yourBlock.getDefaultState()) to set a block.
  14. Awesome, setting the amplifier to -1 works like a charm! Thanks everyone!
  15. What are some of the problems/errors you're having?
  16. Hello everyone, I make the player "invisible" by canceling the RenderPlayerEvent.Pre event whenever they are mounted to my custom entity. That works great, but I want to give the player a night vision potion effect so they can see in the dark, and the potion effect particles are still visible around the now-invisible player. Is there any way to stop that? Thanks for reading! ~Geforce
  17. Hello there, I created a custom model for my furnace using Tabula by iChun. Everything works as it should, but there are some frame rate issues when looking at or near the block. If there are only one or two blocks down, it doesn't affect your FPS too much, but once you place ten or so down, your FPS can go from over 300+ to only 70 or 80 (and that's on a quite powerful GPU. Some computers which only run ~80 FPS can go as low as ~25 FPS). I don't use any large for loops or anything like that, so I don't see why the frame rate would drop so much. Here's my code: Model: -Deactivated. -Activated. Renderer: Click me. Thanks for reading! ~Geforce
  18. I don't know what you're doing to the main menu, but could you possibly use GuiScreenEvent to edit the screen to the way you want it? It's a FML event, and would allow you to not have to edit base classes (which is discouraged.)
  19. If you copied working code from another mod, I don't see why it wouldn't work. Maybe try adding a System.out.println("test") after checking if Thaumcraft is loaded, just to make sure the recipe is actually being added.
  20. OnConfigChangedEvent is fired on FML's event bus, not Forge's. Create a public static instance of ConfigEventHandler, and register it with FMLCommonHandler.instance().bus().register(configEventHandler).
  21. MinecraftForge.EVENT_BUS.register() takes your event handler class as a parameter, not a Entity class. Handle the item drops in your newly created "onLivingItemDropped" method.
  22. Does the server log record any errors? What happens when players try to connect?
  23. Remove that onEvent method from your WeAreTheWarriorsMod class, then create a new class called ForgeEventHandler (or something like that), and add the following method to it: @SubscribeEvent public void onLivingItemDropped(LivingDropsEvent event){} You can handle the item drops in that method. Then in your @Mod class, create a new public static ForgeEventHandler object, then register it in your postInit method with MinecraftForge.EVENT_BUS.register(forgeEventHandler).
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.