Jump to content

Sanocon

Members
  • Posts

    8
  • Joined

  • Last visited

Everything posted by Sanocon

  1. that's sadly why i'm making this post. right now i"m running linux and until i figure out how to run the app without crashing it will be well and dandy. is there a chunk of code i can mess with and a picture of the model to go with it? i just need something simple, made of three blocks or less no textures needed. thanks by the way on clearing the collision problem
  2. bump. Ok, i don't need anyone to exsplain it, just link a tutorial on how to create mobs without things like techne.
  3. So due to the detail of a few mobs I'm creating some mobs manually in Java.(Sadly Techne won't do animations or blocks smaller than a Minecraft pixel) So I want to know a few things: 1: How does the programming code work for each "block" for the mob? 2:Does Minecraft except blocks that are floats? (I.E. 0.5 units thick) 3:How does the block parenting system work? 3:How does the animation system work? 4:How are textures applied? Solved 5:Where is the mob's pixel unit level where the mob and ground collide?(I cant form this question any better, but th[lmgtfy][/lmgtfy]is question exists mostly due to Techne) More questions my appear down the digital road but that’s all I have for now.
  4. So I've been wanting to make a mod for quite some time, so i thought i could do it on Bionicle. now the major difference for this mod is you will play as all the characters and creatures from the sets from 2001 - 2003 as well as creating your own toa which will be using the image system like the Mine Little Pony mod. all models will be try to resemble all the parts as close as possible. (aka this will kind of be a graphics eating mod due to the models being based on a 32x texture so this will need MCPatcher or Optifine, example will be down the page) here is the extra software I'm using to pull this off: Blender: A CGI program Techne Eclipse: For the programming app GIMP Now FYI the modeling will be easy and quick but the programming will take a bit. I'm kinda new to java but I've learned Python, C++ and Lua, plus this is also my first mod, (ever, I've never modded for any other games) so I've been watching video tutorials on how to program with forge, but for stuff that's not covered/advanced java programming I may ask a question here and there. so to to show you a glimpse of what I'm working on, here is Tahu. https://lh6.googleusercontent.com/-SsDFh6F2GDg/Us9_a4GOFdI/AAAAAAAAAM0/PQ9C-kZIQ4Y/w634-h357-no/bionicle+tahu0000.png[/img] Tell me what you think. I'm trying to get this mod out ASAP, hopefully this mod won't kill anybody's computers once it's released. Also one question before I go. For object creation how much memory does a cube take and how much does a simple flat surface take? As you can tell, Tahu has a lot of polygons and I want to make the model take the least amount of memory possible when it renders in Minecraft.
  5. i typed in java -version and this is what i got: java version "1.7.0_25" OpenJDK Runtime Environment (fedora-2.3.10.3.fc18-x86_64) OpenJDK 64-Bit Server VM (build 23.7-b01, mixed mode)
  6. So I'm trying to compile forge and i get this error: == MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) == "scalac" is not found on the PATH. Scala files will not be recompiled !! Could not extract astyle version information !! <type 'exceptions.ValueError'> !! astyle is needed for FML, can not continue !! Decompile Exception: 1 So what happened? FYI I'm using Linux, Fedora to be exact and i have OpenJDK as default path but have Java installed. Is there a way to switch the path to Java just to get one problem out of the way?
  7. so i saw the tutorials on how to install the forge source with windows, but i know i might not be able to run the .exe with Linux. so how do i set up the environment to make a mod for forge on Linux?
×
×
  • Create New...

Important Information

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