Jump to content

[1.7.10] [Unsolved] How to add Wavefront Armor?


SuperHB

Recommended Posts

    public static int ironmanMk1helmID;  // <==== This is zero by default
    public static int ironmanMk1chestID; 
    public static int ironmanMk1pantsID;
    public static int ironmanMk1bootsID;

//Define Iron Man Armor       ***   This is the renderID (see above) ---v
    public static Item ironmanMk1Helmet = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 0).setUnlocalizedName("IronManMk1Helmet");
    public static Item ironmanMk1Chest = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 1).setUnlocalizedName("IronManMk1Chest");
    public static Item ironmanMk1Pants = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 2).setUnlocalizedName("IronManMk1Pants");
    public static Item ironmanMk1Boots = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 3).setUnlocalizedName("IronManMk1Boots");

With this code, you are setting the renderID to be cloth (0). I don't do much rendering stuff at all, but that doesn't seem correct to me. I'd help you more, but my konwledge of rendering issues is pretty slim.

Link to comment
Share on other sites

    public static int ironmanMk1helmID;  // <==== This is zero by default
    public static int ironmanMk1chestID; 
    public static int ironmanMk1pantsID;
    public static int ironmanMk1bootsID;

//Define Iron Man Armor       ***   This is the renderID (see above) ---v
    public static Item ironmanMk1Helmet = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 0).setUnlocalizedName("IronManMk1Helmet");
    public static Item ironmanMk1Chest = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 1).setUnlocalizedName("IronManMk1Chest");
    public static Item ironmanMk1Pants = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 2).setUnlocalizedName("IronManMk1Pants");
    public static Item ironmanMk1Boots = new IronManMk1(IronManMk1Mat, ironmanMk1helmID, 3).setUnlocalizedName("IronManMk1Boots");

With this code, you are setting the renderID to be cloth (0). I don't do much rendering stuff at all, but that doesn't seem correct to me. I'd help you more, but my konwledge of rendering issues is pretty slim.

 

Thanks, I'll do some research. Hope I find something

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
    • It is an issue with quark - update it to this build: https://www.curseforge.com/minecraft/mc-mods/quark/files/3642325
    • Remove Instant Massive Structures Mod from your server     Add new crash-reports with sites like https://paste.ee/  
    • Update your drivers: https://www.amd.com/en/support/graphics/amd-radeon-r9-series/amd-radeon-r9-200-series/amd-radeon-r9-280x
  • Topics

×
×
  • Create New...

Important Information

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