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Rug

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Everything posted by Rug

  1. This worked! Thank you very much. It does make a lot more sense now.
  2. Hello! I seem to be having a pretty classic issue on my hands. I have a custom block, a tomato, that is rendering fine except for the bottom being kind of 'xray'. To get it out of the way, here is my Github, and links to the JSON file and the BlockTomato class. In my BlockTomato class, I have the usual fixes in place: @Override public boolean isFullCube(IBlockState state) { return false; } & @Override public boolean isOpaqueCube(IBlockState state) { return false; } Those don't seem to be helping any. I also have tried to adjust the bounding box, which isn't working. When another person tried, it all worked fine for him (However, he was using 0.2555) I changed my forge version from 1.2586 to the recommended of 1.2555, but the issue is still here. Not sure if this is a forge bug, or if I am doing something funny.
  3. Oh i'm silly... I forgot the quotations to declare as a string. Thanks for the help
  4. Cool! One more quick question: I declare my MODId in a Reference class, in my case its "gfm" all lowercase. I have entered it like so OBJLoader.INSTANCE.addDomain() And thats all good, but when I type "gfm" inside of the brackets it throws an error saying that it cannot be resolved to a variable. Do I have to declare it more clearly? Like addDomain(Reference.MOD_ID) inside?
  5. So I treat it the same as a .JSON model and Forge will know how to use it without any special code? I currently use a blockstates folder and a block folder inside my assets package, will it just recognize that its a .OBJ instead of .JSON and work the same?
  6. Hello I have been using MrCrayfish's Model Creator so far to make my models as it is simple and can be exported as a .json file. I would like to start using a more advanced program for my models, and I have decided to try and use Blender. My understanding is that you can use the .OBJ models that are exported from Blender, but I don't really understand how they are called. I have copied the code and assets from here ( [/size]https://github.com/MinecraftForge/MinecraftForge/blob/17e8de8a3abee0545e325c56e8d1bd2678e55061/src/test/java/net/minecraftforge/debug/ModelLoaderRegistryDebug.java) in a brand new forge mod directory. I have tried to fix a lot of the errors being thrown, but a lot of the methods seem to be outdated. My main questions are: Is this example outdated? Is there a better example for version 1.10/1.9.4? Is it possible to use a .obj (wavefront) file format, or is JSON the only supported format? I can upload logs and files, but as of right now I just have the code that has been posted above on Forge's GitHub. The .obj models do work, I have looked at them in the Win10 3d model viewer and they look fine. Just not entirely sure how to to call them in Forge now. I have been looking at many different threads and it sounds like it is possible and a lot simpler than I think, but if I could get a hand I'd greatly appreciate it
  7. Hello, I am trying to make a block that functions in a similar way to a cake: meaning that when it is right clicked it will restore hunger to the player but also change it's model to represent bites being taken out of the burger. To do this do I require a TileEntity or just a block with metadata? How do I write the change of models when it becomes activated? I can provide code if necessary.
  8. Hello! I have been following LexManos's tutorial but I think the arguments are outdated. When i click debug it is unable to launch net.minecraft.launchwrapper.Vanillatweaker this is my full log http://pastebin.com/AdkMVSS4 My main goal is to be able to run and edit two or more mods in my Eclipse workspace. If I need to just swap libraries around or create multiple workspaces I can, though I figured it could be more convenient.
  9. Oh! Well that does make more sense, I suppose I will have to make some sort of model that can be modified by adding new items on to it then, thanks for the help.
  10. Hello! I am trying to create a block that would function similarly to snow layers in vanilla minecraft. Essentially the player can make different sandwiches by placing ingredients on top of each other in certain orders to create a specific sandwich block which would function like a cake where by right clicking you could eat a piece of the sandwich. I need the blocks to be the same size as a snow layer so the sandwich does not become a 8 block tall structure haha. Also, if anyone can direct me to a tutorial of how to create Multiblock Structures it would be appreciated! My question is: Where do I find the code that makes vanilla minecraft items/blocks? My understanding is that I would create some new block that are copies of a snow layer block, change the textures to reflect ingredients, and make them compatible to be placed on top of one another. Am I out of my mind, or is there a way to find the properties of the vanilla code in order to do something like this?
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