In version 1.10.2-4.20, with MalisisCore 1.10.2-4.40, when using the Diamond Vanishing Block's and the Vanishing Copier, if I spam RMB on the vanishing block it spits out duplicate of whatever block I have set in the copier. figured I should probably point that out.
still not familiar with lwjgl, although i just finished rendering my first block(successfully i might add)... but it looks to me as though you forgot to @Override something regarding rendering, or you are calling the texture wrong.... you are using Forge and MCP right? or is this a vanilla mod?
either way, whats happening is when the UV mapping is happening it is referencing the default minecraft texture map and not your's... im not advanced enough in lwjgl yet to tell you exactly where and how to fix it, but perhaps knowing what the error is exactly will help you?
show me the code for this method "model.renderAll();"
either that or your ResourceLocation is directed to the wrong texture...
once again, wild guess... im not very familiar with lwjgl, and your code is almost dizzying to read with all the random letters and numbers flying around
it looks to me as if it uses DataWatcher to retrieve the texture based on its type.. i could only find the basic minecart texture for that matter, so i have no idea exactly how that all works... maybe you should look into Steve's Cart's or something, to see how he did it...
i would assume you are not defining the texture correctly. without your code to call the texture i cant really be of much more assistance... although it should be of note i read your code posted and i do not even see where you register the texture for anything but the fire...
no offense marky but if i wrote any more of it i would have wrote the whole mod myself lol
CosmicDan covered it though, if you thoroughly read both ItemMinecart and EntityMinecart, while creating your own copy of them for your purposes(basically all you need to change is the entity it calls and the texture it calls, unless you plan to add new features)
so yea... Javadoc, AWAY!!!
EDIT: @CosmicDan LOL... thanks for being my flee collar XD
if you really want to know, i will tell you in a PM as i prefer the specific details of the project to stay on the down-low for now, if thats ok with you... and just so its clarified i mean 512x512px.. not 512x512 16x16px textures, in case that may be what you thought(it was what i thought when i re-read it)
holy license jargon batman! seriously though, i know very little about license's, all i know is who uses what and kinda why... and frankly i only know all that because of the ~200 licenses i had to read and accept for the modpack im building... would be nice if everyone in the MCF community just agreed on a single license type eh?
back on topic... two more questions for Master801... 1: can you perhaps estimate the RAM usage of my proposed 37 texture files @ 512x512px? and 2: exactly how much of your 801-Core would i need to use, can it be separated? and do you by chance have a version of it for 1.6.4? or would i need to back-date it? and of course, would i then have permission to do so if need be?
EDIT: @CosmicDan i do not have a license, nor would i know how to begin with one... thus the reason i generally use either Open-Source, or Obfuscated code with no-license...
2: use @Override for the particles and sound... the method to @Override for is randomDisplayTick(), personally if you do not want any sound or smoke, just do
@Override
public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random) {}
0
In version 1.10.2-4.20, with MalisisCore 1.10.2-4.40, when using the Diamond Vanishing Block's and the Vanishing Copier, if I spam RMB on the vanishing block it spits out duplicate of whatever block I have set in the copier. figured I should probably point that out.
0
are your proxies properly set up?
are you running and FMLNetworkManager methods?
those would be the first places to look, other than that... post some code?
0
0
0
either way, whats happening is when the UV mapping is happening it is referencing the default minecraft texture map and not your's... im not advanced enough in lwjgl yet to tell you exactly where and how to fix it, but perhaps knowing what the error is exactly will help you?
show me the code for this method "model.renderAll();"
0
@SideOnly(Side.CLIENT)
public void registerBlockIcons(IIconRegister p_149651_1_)
{
this.blockIcon = p_149651_1_.registerIcon(SpaceshipMod.MODID + ":" + privateName);
}
either that or your ResourceLocation is directed to the wrong texture...
once again, wild guess... im not very familiar with lwjgl, and your code is almost dizzying to read with all the random letters and numbers flying around
0
0
0
CosmicDan covered it though, if you thoroughly read both ItemMinecart and EntityMinecart, while creating your own copy of them for your purposes(basically all you need to change is the entity it calls and the texture it calls, unless you plan to add new features)
so yea... Javadoc, AWAY!!!
EDIT: @CosmicDan LOL... thanks for being my flee collar XD
0
ill toss you the PM in just a second, was waiting on confirmation of acceptance or some such shenanigans
0
public static Item exampleMinecart;
exampleMinecart = new exampleItemMinecart(par1, par2);
public class exampleItemMinecart extends ItemMinecart {
insert custom code here based on the base class etc etc etc
0
0
holy license jargon batman! seriously though, i know very little about license's, all i know is who uses what and kinda why... and frankly i only know all that because of the ~200 licenses i had to read and accept for the modpack im building... would be nice if everyone in the MCF community just agreed on a single license type eh?
back on topic... two more questions for Master801... 1: can you perhaps estimate the RAM usage of my proposed 37 texture files @ 512x512px? and 2: exactly how much of your 801-Core would i need to use, can it be separated? and do you by chance have a version of it for 1.6.4? or would i need to back-date it? and of course, would i then have permission to do so if need be?
EDIT: @CosmicDan i do not have a license, nor would i know how to begin with one... thus the reason i generally use either Open-Source, or Obfuscated code with no-license...
0
2: use @Override for the particles and sound... the method to @Override for is randomDisplayTick(), personally if you do not want any sound or smoke, just do
public void randomDisplayTick(World par1World, int par2, int par3, int par4, Random par5Random) {}
3: look through here https://github.com/cpw/ironchest
4: no idea, im not very good with formatting on forum's...
EDIT: sorry the first method is a 1.6.4 method... it has to be almost exactly the same, but with a string Name instead of an ID
1