• 0

    posted a message on Which texture is better?

    Hey there, I'm revisiting my Directional Redstone Device mod I made for 1.6.4 and am remaking it. I've looked into changing the texture but nothing I make really seems to make me as happy as the original.


    Images of the block being used can be seen here:

    http://www.minecraftforum.net/forums/mapping-and-modding/minecraft-mods/2329389-redstone-mod-the-directional-redstone-device-a




    My vision for the block was originally to be like a Full Block version of Repeater, and so I based the texture off that idea. Here is the original texture design for the block.

    (For High Res pictures, right click the image and open in a new tab.)


    A Gif showing the changes can be found at the bottom.


    #1: Original Texture Design

    '


    #2: Removed the ring around the light


    #3: Inspired by the Observer Block, but keeping true to the original design.


    #4: Retextured to look more like Pistons, Dispensers, Droppers, and so on.


    Showing all texture designs.

    Posted in: Resource Pack Discussion
  • 1

    posted a message on Launcher not allowing modded versions?
    Quote from TheMasterCaver»

    The OP did not even mention Forge, and installing Forge (since around 1.6) most certainly does NOT involve doing anything to the Minecraft jar, and your link doesn't prove anything even if the OP were using it.

    Most likely, they are trying to install a mod they made in MCP; the problem is that since an update to the launcher and json files early this year it will redownload the jar unless you edit the json file to remove a download link to the jar:

    MCL-4334 Minecraft gets reinstalled everytime you launch it (see attachment to see what needs to be removed)

    I get around this by using a json file from before they added this stuff; when I want to install one of my mods I only have to rename the version and stuff; the launcher (currently) does not touch modified json files (which are required for probably every mod and modloader out there).

    Also, if you are following the instructions given by the Wiki (here) it tells you that you can simply rename the jar to zip and handle it as a zipped folder using Windows - which is a huge no-no since 1.6.4 (and many other versions, but not 1.8.3, which was used in the Wiki's example) has a file named "aux.class", which is an illegal filename in Windows; this caught me the first time I tried modding the game, when I tried to install Optifine in 1.5.1 (Optifine did not have an installer back then; even now I just install it manually along with my own mods); you must use a zip utility (I use WinRar solely for modding Minecraft).


    Deleting part of the Json worked. Thanks.


    Posted in: Modification Development
  • 0

    posted a message on Launcher not allowing modded versions?
    Quote from gurujive»

    Probably not happening.
    To find out more details about why here is a nice link:
    http://www.minecraftforge.net/forum/index.php?topic=43175.0



    My mods do not use any API, strictly uses the Vanilla Jar.


    Quote from PisuCat»

    Can you describe in detail your steps? Because from what I can read, you're doing the right thing. Maybe you forgot to also rename the folder as well?




    Download the version I made the mods for, 1.6.4
    Copy it
    Rename the Folder
    Rename the Jar and the Json
    Edit the Json from the version to the name of the files and folder
    Open the Jar and input my mods
    Delete META-INF
    Close and try to play

    I do not use ModLoader, Forge, whatever else. I work with Vanilla, and yes I tested these mods before.

    Strangely my MPC backups of those mods no longer load in Eclipse without presenting a list of errors. The folders have not been modified since I left them almost 2 years ago.

    Including a Portable Version of Eclipse in each mod folder so the environment never changes.

    Posted in: Modification Development
  • 0

    posted a message on Launcher not allowing modded versions?

    I'm trying to test some of my old mods that I released. I download 1.6.4, copy it, rename the 2 files, edit the json file like I remember to do and it shows up as a playable version in the launcher. I press play... and it downloads a jar... And the mods do not show up...


    How can I fix this?


    --Edit--


    The launcher in fact downloads a new 1.6.4 jar.

    I tried offline, and it just deletes my mod jar. <_<

    Posted in: Modification Development
  • 0

    posted a message on [Redstone] Portal 2 Style Button


    Sand is solid block, this model contains gaps, shows inner world so I prop it up.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on [Redstone] Portal 2 Style Button

    I post in Redstone Discussion because I would like to discuss this topics! B)


    Was messing around and made a model of the Cube, then Cube Button Base. We definitely need functions like this to add so much to the game mechanics. What do you guys think about this and about what other functions we could have?



    Made in Vanilla Snapshot without the command blocks.

    Forgot to make light up version of the Cube Button. Default MC 16x16 scale cause YEAHHHHHHHHHHHHHHH!!!


    Heres how I make.


    The Cube is a Sand block. Cause I like sand block. I use default game textures to keep the Minecraft Feel, but incorporate the shapes from Portal to give a good mix of the two.

    I thought of using Quarts texture for the white, but the white wool...


    Anywho,

    The Cube Button Plate is actually a Cauldron in the ground. The bottom made to look like stone cause it doesn't mater, we not gonna look at it. The top plate is modeled above ground standard to help the Cube look like it belongs there.


    Heres how Redstone works.


    I pick Cauldron because I know is not a solid block, and Sand is a solid block.

    When block is placed on the Cube Button Plate, the light is blocked and the signal is inverted.

    This signal can be added to all four sides for more features. This gives us the illusion that the Cube actually works!



    Why no Companion Cube?

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Tutorial - How to get a sword with no attack cooldown

    If you don't want to, fair enough. But, do you get better by not doing, or doing? ;P

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Tutorial - How to get a sword with no attack cooldown

    It's cool to see more people making videos, but in this situation I'd say you would have been better off making a full Text Tutorial. Without voice you're really just limiting the potential of your videos.

    If you don't have a mic, get one. If you do but are scared or shy, you'll get over it as you practice more.

    Posted in: Redstone Discussion and Mechanisms
  • 0

    posted a message on Include resources with map?

    I'm in the process of making 2 maps, including a resource pack for each, and a "Master" resource pack.


    I want people to use the "Master" resource pack, and want the resources for the maps to be included with the maps due to different custom textures per map.


    However I can't seem to get it to work like that. I make a "resources" folder out of my resource pack for that map, and it's not working such as I've seen others do, and for some reason I can't find a map that already has one included so I can take reference from that. I just end up with 20 downloaded maps I'll never play and just delete.


    So the question is, how do you set a resource pack within the map folder? Don't just say "just make a resources folder", you're part of the problem!

    Posted in: Maps Discussion
  • 0

    posted a message on Launch Players X Blocks via Command Blocks?
    Quote from nigathan»

    Then I don't believe you can accomplish this. You may have to settle with using explosions. If the sound is the issue, you can use /stopsound to disable them.


    Would rather not have the feature at all then.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Launch Players X Blocks via Command Blocks?
    Quote from nigathan»

    Maybe include a note in your post that the picture depicts the desired trajectory.

    Perhaps you could have the player get into a boat or other ridable entity, then /entitydata that entity with the proper Motion and direction tags that would allow it to travel the way you want.

    For the uses I want, this absolutely will not work with boats, or riding entities.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Launch Players X Blocks via Command Blocks?
    Quote from nigathan»

    Are you wanting to launch the player/entity straight up or with some sort of direction? If just straight up, then you can use the levitate effect, and remove it after an exact number of ticks to make it precisely as high as you want. If with direction, you're probably going to need some sort of explosion.


    Please see the attached picture.
    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on Launch Players X Blocks via Command Blocks?

    I haven't done anything Minecraft related for months now. The lack of updates from Mojang is well, unmotivational to say the least.


    Any who... I've opened Minecraft again to look at previous projects and decided to work a little on something and want to know if anyone has any knowledge of how to launch a player, in my situation, 86 blocks?


    I've tried a few things such as launching entities and teleporting the player with them, but thats not a good idea for this. My needs for this are actually going to be.

    Multi launch capable, whether its two players or one player after another.

    No TNT or Creepers.

    Fall damage is not an issue.



    Map Code Name - H3_Valhalla

    Posted in: Commands, Command Blocks and Functions
  • 0

    posted a message on How to register Blocks to 1.10 "Vanilla"
    Quote from tech_hutch»

    Yeah, I meant the mods. On second thought, I guess it would work if everyone who logged into the Realms server had the "mod" installed, right? Or is it required server-side as well?


    I assumed, since the directory for these files is under "client", that it's implemented client-side.


    Yeah Realms doesn't accept mods at all as far as I remember. Best to find someone to host servers for you.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on How to register Blocks to 1.10 "Vanilla"
    Quote from tech_hutch»

    This is cool. I'm assuming the custom block can be given a model and textures with a resource pack? (I'm not very familiar with those.)


    The only downside with this is that it can't be contained within a world directory (so it can't, e.g., be used on Minecraft Realms).


    Yes you can use the resource packs to model and texture, that is my preferred method.

    Resource packs can be put into map files, I think the folder name is "resources" or something, idk. If you mean the mods, yeah that'd be nice. Mojang is supposed to be working on something like that... so they say
    Posted in: Mapping and Modding Tutorials
  • To post a comment, please .