Hi,
no i'm also using idea in a mac. arguably the best. Anyway, there might be one thing you didn't do. This came up when i was setting up too. When you did the setupDecompWorkspace, did you remember to put idea at the end?
it would look like this:
gradle setupDecompWorkspace idea
that's how i did it, and it worked for me:
if you didn't do that, and you get it working, go into the example class, and rename everything using shift+fn+f6. that way, it's all where it's supposed to be.
-Pandassaurus
Hi,
no, try adding three more folders to look like this: src/main/java/com/yourname/modname
that's the way i do it, but you could replace yourname or modname for anything.
if you already have the example class, just rename that and all the files before to make it easier and start coding in there.
-Pandassaurus
Hi,
I dont think that's it. Ive been using square textures for all of my techne creations with no problem. Also, the texture sizes are defined here:
textureWidth = 64;
textureHeight = 64;
so ya, i don't think thats it.
Thanks,
-Pandassaurus
Hi
this is armor, and i haven't been using render classes. i just add all of them as childs of the head:
this.bipedHead.addChild(maskrim);
and render them
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5, entity);
}
in the model class.
thanks for the help,
-Pandassaurus
Hi,
My texture is not working for techne. When i draw on a certain spot, it adds a texture somewhere where it's not supposed to be. I know it's a lot to go through, but i would really appreciate it if you did.
Model Class:
The rightbig and leftbig are the textures circled below:
https://31.media.tumblr.com/370d0dcb1279b7ffcc2314855a30d60a/tumblr_n4zlc1PGBF1sejvuqo3_250.png[/img]
And are showing up like so whenever i give the boxes (left and right of mouth) texture:
https://24.media.tumblr.com/dca7151793656e6a4604b94fcf43ee15/tumblr_n4zlc1PGBF1sejvuqo1_500.png[/img]
and it's also happening for other textures,too:
https://24.media.tumblr.com/c055a85691023b5a9221c02d2960fe9d/tumblr_n4zlc1PGBF1sejvuqo2_250.png[/img]
I'm not sure why that's happening, and i would appreciate it if you help me
thanks,
-Pandassaurus
Hi,
Theres only one problem. If I only use RenderGameOverlayEvent and not LivingEvent.LivingUpdateEvent, how would I check to see if the potion is active? I tried doing both only to get a crash. Do I have each separate class and call the function in the first Hook?
this is what i have:
thanks,
-Pandassaurus
Hi,
I don't really know what the RenderGameOverlayEvent is. What I have right now is a hook, but I'm not sure what to do with it.
I learned to write it there, but i'm not sure what I would put there for the effect on the screen to show up,
Thanks for the help,
-Pandassaurus
Hi,
So I recently followed a tutorial on how to make custom potion effects, and I did so, but I couldn't figure out how to do anything with it (for my needs). I'm not only looking for something that makes you jump higher or makes you invisible. I'm looking for some way to add things on the screen, such as in this mod:
Any help is appreciated. thanks!
-Pandassaurus
Hi,
Sorry I was gone recently so i couldn't respond, but I ended up using the onEntityItemUpdate() method. It worked perfectly for my needs. Just have one question. Is there a way to make it spawn multiple particles at different times and places over a short period of time?(kind of like a cloud of smoke or even a constant flow of particles for a short period of time) Keep in mind that the item falls into fire, burning the item, so as far as i know, you can't really spawn particles on the item.
thanks to everyone for all the help!
-Pandassaurus
Hi,
I made the code client side only (by adding @SideOnly(Side.CLIENT) to the top of the method)
two of the error lines are pointing to this code:
mc.effectRenderer.addEffect((EntityFX) var21);
BreakingBadParticleEffects.spawnParticle("Red Phosphorous", x, y + 0.5, z, 1, 1, 1);
thanks,
-Pandassaurus
Hi again,
2 questions-
1. I found code for creating my own particle effects, and i tried it out. Whenever it's supposed to spawn, it instead crashes. It may be out of date, idk.
this is what i have:
and my code for spawning it in:
BreakingBadParticleEffects.spawnParticle("Red Phosphorous", x, y, z, 1, 1, 1);
(i'm not sure what the 1, 1, 1 does, btw)
2. Also, would there be a way to track the position of an item so that, in this case, releases particles when dropped into fire by the player?
(On a side note, any good tutorials for structure generation?)
Thanks!
-Pandassaurus