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SureShotM

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Everything posted by SureShotM

  1. wow okay really all of that in the preinit sounds like it defeats the point of the mcmod.info, either way thank you. If there is any other way please post here.
  2. I am wondering if the mcmod.info file still works with 1.8.9 version of forge, or with intellij. What brings me to this question is once I switched from 1.7.10 it seamed stop working and doing everything that I can to get it to work but it doesn't seem to be doing the trick. Now before you post this link, http://www.minecraftforge.net/forum/index.php?topic=21354.0, and say follow it I would like to say that I have several times exactly and it has not worked or fixed the issue. Here is my build.gradle if it will help, and the mcmod.info if for some reason the format of it changed and I did not know.
  3. Yah its all working now thank you Abastro.
  4. Of course the easy and most simplistic thing.
  5. Okay back to scrap cause I cant model worth shit and my college is out for a few, So back to the scythe the scaling wont change no matter what I put into it same with any of the gl stuff. I do have the icon being registered but i have a felling I am doing it wrong. @Override public void renderItem(ItemRenderType type, ItemStack item, Object... data) { IIcon icon = item.getItem().getIcon(item, 0); GL11.glPushMatrix(); renderItem.renderIcon(0,0, icon, 6,6); GL11.glScalef(10.0f, 10.0f, 10.0f); //GL11.glTranslatef(0.0f, 1.0f, 0.0f); GL11.glPopMatrix(); }
  6. I am just going to make a model for the scythe as well, that should fix my issue.
  7. 1. @Override public boolean handleRenderType(ItemStack item, ItemRenderType type) { return type == ItemRenderType.EQUIPPED; } as you can see I am just doing it for the one type but the scythe still looks huge unless I need the statement in the renderItem() to check the type. 2.Okay so gauntlet part will be easy 3.Bauble is from Azanor's mod Bauble, witch is extra equipment(jewelry). I also want to note that the scythe does not have a model and is only using the basic vanilla stuff.
  8. The solution is probably the most simple, I guess I am going at this all wrong though.
  9. I do not use that at all and will not be able to help, but so the others can help you more then I can, here is his code. ItemClass: Client Proxy: Register Item class: Render Item class: I understood what the null pointer was but the rest is confusing me.
  10. No not like that. public void preInit(FMLPreInitializationEvent event) { super.preInit(event); GameRegistry.registerItem(yourItem, nameOfItemasString); RenderItem.preInit(); } You need to register the item before it can render. I suggest if you know java to look for some tutorials, if you do not know java I suggest you learn java. My other tip to you is to look at github to see how other moders set up there environments since each one has different ways.
  11. I did download it though to see what you are doing and you are going at it all wrong in your client proxy class. public class Client extends Common { @Override public void preInit(FMLPreInitializationEvent event) { super.preInit(event); RenderItem.preInit(); } @Override public void init(FMLInitializationEvent event) { super.init(event); BasicSword.RenderSword(); } @Override public void postInit(FMLPostInitializationEvent event) { super.postInit(event); } } @Override public void preInit(FMLPreInitializationEvent event) { super.preInit(event); [glow=red,2,300] //you need to register item first here not in your Item class[/glow] RenderItem.preInit(); } There is plenty more issues that I have noticed at least from how I code. If you register the item in your client proxy before you do your rendering it should fix your null pointer problem.
  12. So I guess I have a few things I need to ask, but first something I would like to note that I am still learning rendering and though most makes sense to me I am still lost on a few things. Now for the questions/problem is that my Scythe that extends ItemSword when rendered looks like the player is holding it by the shoulder in 3rd person view, on my quest to fix this I got this. With this the moment I go into 3rd person view it doesn't show item until I fly up and then it will show this large version of the item and the player holding it by the blade. My first endeavor to fix this was to change the scaling of it to a more reasonable size then to change the rotation and translation, but GL11.glScalef(0.8f, 0.8f, 0.8f); is not doing anything no matter how much I change it. My second question is involving something I have not made yet, what I am planing is to make a gauntlet that will have its own model. In 3rd person view I want it to look like its on the player arm, will I need to just translate the item to the players arm? For the next part I want the first person view to have it look like its part of the player(slimier to the witches hand from witchery), would I need to just do a translate/rotation to achieve this? My third question is more or less about rendering, I want to make an item either a bauble or not, will render wings on the back of the player. I do know there is a bauble render that can be implement into the item its self and from there render what I want, but that's not really what I am asking. I was wondering if I wanted these wings to look animated if they need to me a entity or not?
  13. Okay one last question and I should be good. Is there a way to remove an enchantment. What I have so far is mt weapon adds enchantments on right click. What I want to do now is on update if the weapons nbt Boolean is false it will remove the enchantments, how would I achieve this since I do not see a removeEnchantment as a function under ItemStack.
  14. Okay so I finally got the soul function to work, now I forgot about the one other function that was asked for and that was no matter how much damage the souls increase it will always do .5 more damage to players. Would I need to use, @Override public void onHitEntity(not sure what goes in here){ } To achieve this, if so can some one link me to an example of how it is used.
  15. @Exo594 that is a good idea as well but I think I have a better idea. My question for this idea would be, is it possible to have a Item talk to another Item. ex: In sword class. if baubles item is equiped and if it has NBT tag of soul do what ever to change the sword(increase damage, or enchant sword ect.
  16. Hmmmm? the thought of having the soul as an entity never crossed my mind, I was thinking the soul as an item that when you right click it will change the swords NBT. Now I have some more thinking to do, brb if anymore questions pop up.
  17. So I am Making a weapon(not really a sword), and have some NBT that goes with the weapon. I was thinking that I wanted souls that will go into the NBT and change the weapons stats. Now where I need help is with the best way to implement this, as in should I have a item GUI or should I do it when the soul is right clicked. I was thinking the soul is right clicked, but wasn't sure if there was a way to check if the weapon was in players inventory. Edit: I guess I am asking two things 1: how should I go about doing my task. 2: If I go the one rout how can I do it .
  18. so this was strange but I did put that in my onNeighborChange and every time a block was placed it would crash. Once I woke up and tried it again it works flawlessly. So thank you very much.
  19. Okay you completely lost me. onNeighborBlockChange: 1) Check if there is a block connected to the front face - how can I when I don't have a parameter of side to check if you meant this meta % 6 to get side That is a bit confusing to me please give more detail. 2) Set the metadata of the block depending on that result - Do I set metadata with notify then. 3) call the notifyBlocksOfNeighborChange isProvidingWeakPower: 1) return a boolean based off the metadata that you set in the onNeighborBlockChange - so if metadata = 0, ill set a boolean (emitSignal) or do I return it. This is confusing since isProvidingWeakPower can only return a int. 2) You can get that metadata using the IBlockAccess.getBlockMetadata 3) The first 3 integers in the isProvidingWeakPower are the X, Y and Z coords. - You don't explain how it relevant besides the fact that this is the x,y,z of my block. I do appreciate the help, I am just really confused on this, especially since it took me 5 days of trial an error just to do this. @Override public int isProvidingWeakPower(IBlockAccess p_149748_1_, int x, int y, int z, int side) { int r = p_149748_1_.getBlockMetadata(x,y,z) & 7; if(side != r) { if (side == Facing.oppositeSide[r]) { if (side == 2) { if (!p_149748_1_.isAirBlock(x, y, z - 1)) { return 15; } else return 0; } else if (side == 3) { if (!p_149748_1_.isAirBlock(x, y, z + 1)) { return 15; } else return 0; } else if (side == 4) { if (!p_149748_1_.isAirBlock(x - 1, y, z)) { return 15; } else return 0; } else if (side == 5) { if (!p_149748_1_.isAirBlock(x + 1, y, z)) { return 15; } else return 0; } else if (side == 0) { if (!p_149748_1_.isAirBlock(x, y - 1, z)) { return 15; } else return 0; } else if (side == 1) { if (!p_149748_1_.isAirBlock(x, y + 1, z)) { return 15; } else return 0; } else return 0; } else return 0; } else { return 0; } } and this @Override public void onBlockPlacedBy(World par1World, int x, int y, int z, EntityLivingBase par5EntityLivingBase, ItemStack par6ItemStack) { int l = BlockPistonBase.determineOrientation(par1World, x, y, z, par5EntityLivingBase); par1World.setBlockMetadataWithNotify(x, y, z, l, 2); } @SideOnly(Side.CLIENT) @Override public IIcon getIcon(int side, int metadata) { int k = BlockPistonBase.getPistonOrientation(metadata); return side != k ? (side == Facing.oppositeSide[k] ? this.faceIcon : this.blockIcon): this.backIcon; }
  20. so i should put it in my providing week power code? since that is where I set the signal, and that was stupid to ask cause that doesn't have world. hmmmmmmm well I just need a break for a bit ill come back to it in a bit.
  21. what function should I put that in because I don't believe I need it like the torch witch is when it is place or broken, I do believe I would need it when it detects a block on a the facing side, if so should I make a custom function for this. I'm so lost on this right now, I need a break.
  22. I would like it to emit the moment it detects there is a block in front of the face side and not to emit when the block gets removed, and thank you @diesieben07 for asking that.
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