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61352151511

Forge Modder
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Everything posted by 61352151511

  1. Ok removing the faces didn't change anything, my graphics may not be the best. I've never experienced an issue like this before and when I used a TileEntitySpecialRenderer instead of .json it was file. It could be my graphics driver though because it's just intel integrated graphics, so I'll test this on one of the other computers in the house and see what happens.
  2. How does one remove a face from the model? When I tested this with vanilla (via replacing glowstone model in a resource pack) I also replaced the texture on my model with just normal glowstone texture. I think the issue still occured but it may have been less noticeable. The reason I'm using different textures is to more easily support me or others changing the texture used on the model. I never considered the texture bleeding thing but I don't think it should be an issue.
  3. Well it doesn't have a TileEntitySpecialRenderer, it used to but I just converted it to make it use the vanilla json format for block models. I made a resource pack, replaced the glowstone model with the model I made, and the same thing occurs. So it's likely a model issue and I just don't know what's wrong.
  4. It has nothing to do with your item or GUI at steamfox.pinesmod.init.ModItems.init(ModItems.java:41) My best guess is you're trying to register it on that line with GameRegistry.registerItem(myItem, "myItem"); but myItem isn't defined. When you do get it to work, this "Minecraft.getMinecraft().displayGuiScreen(new GuiJournalThree());" won't work when the mod is put on a dedicated server, you either need to use forge's [?] openGui thing or check world.isRemote first
  5. I don't know a word to describe how the texture is acting, so here's a GIF. I also doubt "Modder Support" is the proper place to put this, but I don't know if there would be anywhere better. http://i.imgur.com/KSXMdwE.gifv You can see wherever two elements of the model meet, there's like white pixels every so often, and I have no idea how I could solve this. I have the mod on github, so here's a link to the model json. https://github.com/61352151511/Random-Utilities/blob/1.8.9/src/main/resources/assets/randomutilities/models/block/magicChest.json To me it looks fine, I used MrCrayfish's model generator in order to make it, so I don't understand why this would occur.
  6. You should use something that can be updated (I don't know if pastebin can be) like dropbox/bitbucket/github. Because if the mod gets compiled and is like "Ok the pastebin link says I'm on the latest version" then you can't update the pastebin link when you make a new version, so you change it and recompile the mod. The old version still is looking at the old link and thinking it's on the latest version when really it's not. Meanwhile github can be updated. You should upload a file to a repository Here's an example That way you can just change the file on the repository to reflect any version changes.
  7. So I believe tinkers construct does this as I saw it in a video. There are now items rendering on top of the crafting station. I know how that would be done normally and how I currently do it (With a TESR and a Model.java), however I think TC does this with block json models. I've tried looking at the github code and can't find where it's done, but if someone knows how it could be done, and could link to an example, I'd like to learn about doing that so that I can support resource pack makers and not have to make a Model.java for every TESR block in my mod.
  8. That's what I did use, however it became deprecated recently (I know I can still use it, however if it's going to be removed in 1.9 like it says, I might as well switch over to the new thing.) Apparently the new thing is the exact same method, except the second argument is an IRenderFactory. I do not have a clue as to what that may be, so if you can give an example, that would help.
  9. So I updated forge about 30 versions and see that now there's a different way of registering entity rendering classes. I don't quite understand it. I tried to do something like this. public class ZylrothRenderManager { public static Map<Class<? extends Entity>, Render<? extends Entity>> entityRenderMap = Maps.<Class<? extends Entity>, Render<? extends Entity>>newHashMap(); public static void init() { RenderManager rm = Minecraft.getMinecraft().getRenderManager(); float shadowSize = 0.5F; /* Animals */ entityRenderMap.put(EntityBadger.class, new RenderBadger(rm, new ModelBadger(), shadowSize)); /* Mobs */ entityRenderMap.put(EntityUnicorn.class, new RenderUnicorn(rm, new ModelUnicorn(), shadowSize)); /* Mounts */ entityRenderMap.put(MountSwiftUnicorn.class, new RenderSwiftUnicorn(rm, new ModelSwiftUnicorn(), shadowSize)); RenderingRegistry.loadEntityRenderers(rm, entityRenderMap); } } (There are a lot more entities, however I cut them out to keep the post shorter) but some entities have render as a different entity. For example the badger, renders as a unicorn. I can't see any reason for this, The init method is called during the PreInitialization phase on the client side. If anyone knows how to properly use the new registry for entity rendering, please share.
  10. Ok this one is for 1.8, I didn't test it but it should work the same. https://dl.dropboxusercontent.com/u/105870951/Kick%20Everyone-1.8-1.0.0.jar
  11. No you didn't do anything wrong, I assumed that it would work on Minecraft 1.8 even though I made it for 1.8.9 (Because everything should be the same) Apparently I made it require 1.8.9 however. If you CAN use 1.8.9 then you should. 1.8 Stopped being supported when 1.8.8 came out and then the same should be true for 1.8.8 no longer being supported when 1.8.9 came out. If you can't use 1.8.9 however and have to use 1.8, I'll recompile the mod tomorrow for 1.8.
  12. Yea Gui rendering changed a lot from 1.8 - > 1.8.8/1.8.9 Although the class is called "WorldRenderer" it is also used for things such as GUIs, I've looked at vanilla code and this is the method for drawBackground public void drawBackground(int tint) { GlStateManager.disableLighting(); GlStateManager.disableFog(); Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldrenderer = tessellator.getWorldRenderer(); this.mc.getTextureManager().bindTexture(optionsBackground); GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F); float f = 32.0F; worldrenderer.begin(7, DefaultVertexFormats.POSITION_TEX_COLOR); worldrenderer.pos(0.0D, (double)this.height, 0.0D).tex(0.0D, (double)((float)this.height / 32.0F + (float)tint)).color(64, 64, 64, 255).endVertex(); worldrenderer.pos((double)this.width, (double)this.height, 0.0D).tex((double)((float)this.width / 32.0F), (double)((float)this.height / 32.0F + (float)tint)).color(64, 64, 64, 255).endVertex(); worldrenderer.pos((double)this.width, 0.0D, 0.0D).tex((double)((float)this.width / 32.0F), (double)tint).color(64, 64, 64, 255).endVertex(); worldrenderer.pos(0.0D, 0.0D, 0.0D).tex(0.0D, (double)tint).color(64, 64, 64, 255).endVertex(); tessellator.draw(); } So I don't need .tex as my GUI element isn't textured. Like I don't see much difference in the two. If you can think of a case in vanilla where just a box is drawn on screen without a texture, I'll take a look at that (I also looked at tooltips yet that didn't seem to help either) Edit: I probably should have searched more before giving up. I scrolled through the Gui class and there's a drawRect static method that takes 4 corners and a color.
  13. I've tried every DefaultVertexFormat and none of them seem to work, I'm just trying to accomplish the simple goal of drawing a half transparent square. Any help and explanation is appreciated so I know for the future. @Override public void drawScreen(int mouseX, int mouseY, float partialTicks) { Tessellator tessellator = Tessellator.getInstance(); WorldRenderer worldRenderer = tessellator.getWorldRenderer(); GlStateManager.color(1F, 1F, 1F, 1F); worldRenderer.begin(7, DefaultVertexFormats.POSITION_COLOR); worldRenderer.pos(200, 20, this.zLevel).color(0, 0, 0, 0.5F).endVertex(); worldRenderer.pos(20, 20, this.zLevel).color(0, 0, 0, 0.5F).endVertex(); worldRenderer.pos(200, 200, this.zLevel).color(0, 0, 0, 0.5F).endVertex(); worldRenderer.pos(20, 200, this.zLevel).color(0, 0, 0, 0.5F).endVertex(); tessellator.draw(); super.drawScreen(mouseX, mouseY, partialTicks); }
  14. People normally don't make mods for those who request it like this. However since this was like one class file to achieve the functionality I think you wanted, I decided to waste some time making it cause I was bored. GIF Preview: http://i.imgur.com/ANGAsNG.gifv I only tested the mod on a local hosted server with only me, and it did kick me when I died but it SHOULD kick anyone on the server. If not and it doesn't work properly let me know and if I've got the time I'll try to fix it. The mod is server side only so don't install it on clients. https://dl.dropboxusercontent.com/u/105870951/Kick%20Everyone%201.8.9%201.0.jar I probably won't leave this on my dropbox forever so save it in a safe place.
  15. What kind of graphics card do you have? If none what is your CPU? I suspect I know the problem. If your CPU is an intel gen 1 or gen 2. Backdate your java to java 8 update 51. If not, still try it, I don't know what the problem could be otherwise though.
  16. When I read up on the error it said that the new minecraft launcher, because of the fact it comes with java supplied or something, doesn't have this problem. However I was having this problem when launching in a dev environment and I suppose the issue would exist if they are using the old launcher and not the new one.
  17. I know nothing about loading OBJ models, but just letting you know if you read the stacktrace you could see OBJLoader is in forge. https://github.com/MinecraftForge/MinecraftForge/blob/master/src/main/java/net/minecraftforge/client/model/obj/OBJLoader.java
  18. I don't feel like being the one to mess with my java version and update my graphics driver right now since I spent a good hour or more yesterday trying to fix it when it stopped working. So if the OPs friend tests this, and this is the case and all it takes to get it to work with the latest java is a driver update then please make a post and then I'd like to update java myself too. I did the Windows "Scan for drivers update" thing and it told me that I had the latest driver for my processor, but we all know how good Windows is at things like that so it might have lied.
  19. I had this exact problem yesterday when I updated java. It's something to do with intel gen 1 and gen 2 processors and any java newer than java 8 update 60. So if his graphics processor is intel integrated graphics and his CPU gen 1 or gen 2, he'll need to download java 8 update 51 instead of 65.
  20. Right, didn't realise that. But yes, if you look at the code he posted it does extend ModelBase (It's just on the next line for some reason) so that's not the problem.
  21. That's a lie because otherwise this error wouldn't happen. Check your mods folder and make sure that is all you have. Also be sure you downloaded it from the right place and not some stupid mod stealing site. NEI/CCC are gotten from: http://chickenbones.net/Pages/links.html Furniture mod (Assuming it's MrCrayfish's): https://mrcrayfish.com/mods?id=cfm#downloads
  22. .addVertexWithUV(arg1, arg2, arg3, arg4, arg5) is now .pos(arg1, arg2, arg3).tex(arg4, arg5) I've seen .endVertex() after .tex(arg4, arg5) but do not know if it is 100% definitely needed. .startDrawingQuads is now .begin(7, DefaultVertexFormats.TEXTURE); NOTE: TEXTURE is an example, depending upon what you are rendering it could be any number of things. If you referred to vanilla code for making it in 1.8, check back and see what was changed there.
  23. You both seem to forget the sprint keybind is not the only way to sprint. I still use the the old method of double tapping forward. So the tick handler is the definitely the way to go, I wouldn't be overly concerned about disabling the sprint key considering you could still start sprinting via double tapping forward.
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