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Elrol_Arrowsend

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Everything posted by Elrol_Arrowsend

  1. I am updating my mod to 1.8, 1.9, 1.10, and 1.11, but i need someone who is good at designing textures to make textures for this Elder Scrolls inspired mod. if anyone is interested, then choose an armor set from Skyrim (like Ebony or Dwarven) and make the 4 armor pieces (helm, armor, gauntlets, and boots) then let me know, I will look at them and choose the best and we will go from there. These are the textures I am still needing: [spoiler=Missing Textures] orcishSword.png ebonyGreatSword.png newleather.png ironBattleAxe.png daedricAxe.png dwarvenGreatSword.png ebonySword.png sacledArmor.png dragonScale.png greaterSoulGemEmpty.png scaledBoots.png dragonPlateHelm.png foxTail.png elvenAxe.png glassBracers.png ironArrow.png dwarvenItems.png elvenMace.png glassDagger.png daedricWarHammer.png ebonyHelm.png steelSword.png steelPlateBoots.png orcishDagger.png dwarvenHelm.png foxSteak.png steelMace.png orcishWarHammer.png ironMace.png ebonyBattleAxe.png daedricGreatSword.png dragonGreatSword.png glassArmor.png ebonyBoots.png dragonPlateBoots.png dragonWarHammer.png ironArmor.png glassGreatSword.png dragonAxe.png leatherStrips.png ebonyWarHammer.png dwarvenBattleAxe.png leatherBracers.png orcishBattleAxe.png dwarvenBoots.png greaterSoulGem.png daedricBattleAxe.png ebonyAxe.png grandSoulGem.png glassArrow.png orichalcumChunk.png glassWarHammer.png ebonyMace.png ironBracers.png steelBracers.png orcishAxe.png elvenSword.png glassSword.png pettySoulGemEmpty.png glassMace.png dwarvenSword.png silverChunk.png elvenBow.png elvenHelm.png malachiteChunk.png daedricSword.png ebonyDagger.png leatherArmor.png dragonScaleBoots.png dwarvenMace.png steelHelm.png grandSoulGemEmpty.png orcishBracers.png orcishArmor.png dwarvenBow.png orcishGreatSword.png glassAxe.png lesserSoulGem.png dwarvenDagger.png daedricBow.png goatHorn.png daedricDagger.png elvenArmor.png steelArmor.png pettySoulGem.png elvenBattleAxe.png quicksilverChunk.png dwarvenWarHammer.png dragonArrow.png ironBoots.png goldChunk.png dwarvenAxe.png ironAxe.png ironSword.png ironGreatSword.png orcishMace.png foxSteakRaw.png gildedElvenArmor.png dragonBattleAxe.png orcishBow.png glassBattleAxe.png steelPlateArmor.png goatSteak.png lesserSoulGemEmpty.png scaledHelm.png glassHelm.png ironHelm.png glassBow.png horseHide.png ironChunk.png dragonPlateArmor.png steelWarHammer.png ebonyArmor.png dragonBone.png dwarvenArrow.png steelBattleAxe.png daedricHelm.png steelDagger.png wolfHide.png glassBoots.png foxHide.png ebonyArrow.png scaledBracers.png dwarvenArmor.png daedricBoots.png goatHide.png dragonMace.png dragonDagger.png daedricMace.png daedricArrow.png steelPlateHelm.png elvenGreatSword.png elvenDagger.png ironWarHammer.png orcishHelm.png dragonSword.png dragonPlateBracers.png elvenWarHammer.png dragonScaleHelm.png orcishArrow.png dragonScaleArmor.png dragonBow.png orcishBoots.png steelBoots.png dwarvenBracers.png dragonScaleBracers.png elvenArrow.png steelArrow.png leatherBoots.png goatSteakRaw.png ebonyBracers.png steelPlateBracers.png daedricBracers.png ironDagger.png steelAxe.png leatherHelm.png ebonyBow.png elvenBoots.png moonstoneChunk.png steelGreatSword.png Thanks in advance, if you have any questions let me know below.
  2. I am looking for a way to run a method each time a monster is spawned from a monster spawner, the method will need to get the blockPos of the monster spawner it came from, and if the method returns true, stop the mob from being spawned. The issue is that I dont see a method for the monster spawners, but I do see one for any mob being spawned (LivingSpawnEvent.CheckSpawn) If anyone can explain a way to accomplish this I would be very grateful. Thanks
  3. Before this gets locked, last i checked this was a place to get help not forced to update to another version of minecraft. If I had wanted to update to a newer version I would have. But I enjoy using 1.7.10. So if you post anything that does not relate to helping me get some information on how to make this work for 1.7.10 then dont even bother posting. Basically, I am attempting to, after a minecraft day, start replacing the top blocks around the player. i am wanting it to happen every second, not tick, my mod will be a Nuclear Apocalypse mod. and I am trying to get the world to decay from radiation. this is what i was trying but it keeps suspending. ServerTickHandler: Hidden Code: [select] @SubscribeEvent public void onServerTick(WorldTickEvent event){ if(!event.world.isRemote){ ticks++; if(ticks == 20){ ticks = 0; if(event.world.getWorldTime()/24000 >= 1){ for(int a = 0; a < event.world.playerEntities.size(); a++){ EntityPlayer player = (EntityPlayer) event.world.playerEntities.get(a); int x = player.serverPosX -32 + rand.nextInt(64); int z = player.serverPosZ -32 + rand.nextInt(64); int y = event.world.getHeightValue(x, z); Block block = event.world.getBlock(x, y, z); player.addChatComponentMessage(new ChatComponentText("Block Changed at" + x + ", " + y + ", " + z)); if(block == Blocks.grass){ event.world.setBlock(x, y, z, BlockRegistry.irradiatedDirt); }else if(block == Blocks.stone){ event.world.setBlock(x,y,z, Blocks.cobblestone); }else{ event.world.setBlockToAir(x,y,z); } } } } } } If I have missed something please let me know, and if there is a way for me to accomplish my task better then what I already have please explain to me how. Thanks in advance.
  4. Basically, I am attempting to, after a minecraft day, start replacing the top blocks around the player. i am wanting it to happen every second, not tick, my mod will be a Nuclear Apocalypse mod. and I am trying to get the world to decay from radiation. this is what i was trying but it keeps suspending. ServerTickHandler: If I have missed something please let me know, and if there is a way for me to accomplish my task better then what I already have please explain to me how. Thanks in advance.
  5. I figured it out, i used this method in the ContainerGUI public void onGuiClosed() { world.markBlockForUpdate(x, y, z); super.onGuiClosed(); } and now it works. My textures were fine, the method I tried in TileEntity wasnt what I figured it was. Thanks again
  6. I just added this to my tile entity for the container, it didnt change the block. @Override public void closeInventory() { worldObj.markBlockForUpdate(xCoord, yCoord, zCoord); } \ -edit- just added an if statement and had it print out if it was server or client and neither printed. So what is the closeInventroy() method for, since it doesnt get called when the inventory is closed...
  7. I have a block that has a container, I want the texture to update when the inventory is closed. At the moment the block changes but the change isnt visible until you break a block near it or reload the save. So my question is this, How would I update a block when a container is closed. any help is welcomed. Thanks. Elrol
  8. it was an error, I put 2 instead, and it still didnt update the block.
  9. Now im just having an issue with the block updating to show the texture, im using this: @Override public void closeInventory() { this.worldObj.scheduleBlockUpdate(xCoord, yCoord, zCoord, worldObj.getBlock(xCoord, yCoord, zCoord), 1); } but it doesnt seem to work
  10. how exactly would I get the world in the Block to get the textures from the tile entity. I know about: return ((TileEntityElevator)world.getTileEntity(x, y, z)).getBlock().getIcon(side, meta); but how do you get the world? I wasnt aware about this IBlockAccess being the world. I will try it.
  11. I knew all that, im having the issue of getting the tile entity there to make the textures
  12. and how would you use the block from the tile entity to set the texture?
  13. Ok, im going through the tutorials for java, Thanks for that. How would you use a Block in an Inventory to set the block textures of the container. Because I think im going about it wrong.
  14. I am trying to learn java and how to code mods for minecraft, sadly there is no school that teaches this to a person who has no money, at least none that I know of. I have some idea of how java works, but yes I am not perfect, If I was I would not need assistance. How would I get Information from the TileEntity inside the Block class for rendering the Texture Differently, I had looked through methods and didnt see any. Any help is welcomed.
  15. Here it is: Elevator.class TileEntityElevator.class if you need any other files, like from the GUI or what not, I will also post them. But these are the ones that deal with the textures.
  16. as i have stated TWICE my issue is not about the block having the textures, it is that the change is to EVERY elevator not just the one which has the block in the invnetory. the block in the creative menu that doesnt have an inventory yet also changes. the elevator is rendering the texture of the block, but all of the other ones are too.
  17. it will change to have a different texture overlay, like using the same block and adding the overlay to it, the else will be for the other 5 sides when ever I add a block to the Inventory all the elevators change to that including the one in the creative menu im looking for a way so that the texture is changed only on the block with the inventory and the block. so that the other blocks can have different textures, like the draw bridges from TMechworks @SideOnly(Side.CLIENT) public IIcon getIcon(int side, int meta){ if(this.isAdv && this.block != null){ if(side == meta){ //this will be the texture of the block with the face overlay so the players know where it is facing return this.block.getBlockTextureFromSide(side); }else{ return this.block.getBlockTextureFromSide(side); } }else{ //This is the Elevator and Advanced Elevator (if it has no block to set the texture) textures if(side == meta){ //This sets a side to be the face of the block, so the players can tell where the elevator is facing return this.side; }else{ return this.blockIcon; } } }
  18. I am trying to change a block's texture depending on the block in the inventory of the block. What I have right now is setting the block to the texture of the block I put in the inventory, however it is also changing the block in the creative menu and not just the block i have placed in the world. I am using if statements in the getIcon method. this is what I have: and before anyone says anything about updating to 1.10 this mod is being used in a 1.7.10 pack, so updating to 1.10 will not help me at all. thanks in advance. -Elrol
  19. I am wanting to get a texture, add an overlay (another image with transparency) and bind the new image to a block. If anyone can help me or point me in the direction of a tutorial, that would be great. Thanks -Elrol
  20. How is it a mess. what could I do to make it better. I am always looking to enhance my skills.
  21. im not updating it yet, this is for a modpack that is 1.7.10. all the files are on Git HERE
  22. Every now and again when I place my block down it sends a error to the console here is that Error: http://pastebin.com/6b1Y3h64 I will upload other files upon request. Just a note, everything is doing what it should, and this error only shows when i run it on a server and place the block.
  23. i did manage to make a void world. sadly a nether portal keeps showing up in the dimension. how can i stop this from happening?
  24. i have my custom dimension working. but it is generating like the world type. i am using a custom biome and using the worldChunkManagerHell class. My goal is to not have nether portals spawn when you teleport to this dimension and to have no terrain generate.any help is welcomed
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