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    posted a message on [1.5.1][FORGE]Legend Modding Tutorials[1.5.1 TUTORIALS: 2][21/3/13]
    Quote from Xetosphere

    The way you make blocks doesn't work in Minecraft 1.5.1.

    There is no method called setBlockName anymore so this will give us an error in the Block class.
    Also the way you give your block texture won't work either.

    This is how you do textures for blocks in Minecraft 1.5.1:

    public void registerIcons(IconRegister iconRegister) {
    blockIcon = iconRegister.registerIcon("yourModName:nameOfThePicture");
    }


    And then you put the picture in these folder before putting it into the minecraft.jar : /mods/yourModName/textures/blocks/placePictureHere.

    EDIT:

    Forgot to mention, instead of the setBlockName() method you must use the setUnlocalizedName().


    Do you know how to make armor? I'm *dying* to know how
    Posted in: Tutorials
  • 0

    posted a message on [1.5+] Creating mods ~ Extradrops [Forge + Source]
    I think some basic things would be cool, like armor, weapons, blocks, ores, smelting, recipes, y'know, stuff like that.
    Posted in: Tutorials
  • 0

    posted a message on [1.5.1][FORGE]Legend Modding Tutorials[1.5.1 TUTORIALS: 2][21/3/13]
    Can you put out some armor tutorials? I'd love to make some custom armor, right now only 5 kinds of armor, to my anyway, isn't enough :)
    Posted in: Tutorials
  • 0

    posted a message on Popgalops Beginner-Advanced Modloader Modding Tutorials (Taking requests)
    Hey, I've been searching for how to create my own custom armor, do you know how to do that? The code's changed in the recent 1.5 update and I can't get textures on the armor. I got the armor to show up in-game, but it's got that "missing texture" thing happening to it.
    Posted in: Mapping and Modding Tutorials
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    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Quote from f_art_reeper

    Hi!

    I've made a mod and in MCP everything worked fine. I was able to run the game
    with Eclipse and there were no craches or any problems.

    But now I've tried to put the mod in the 'real' game and it crashes.

    That's the report:


    Minecraft has crashed!
    ----------------------

    Minecraft has stopped running because it encountered a problem; Failed to start game

    A full error report has been saved to C:\Users\Jaeger\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-22_16.20.33-client.txt - Please include a copy of that file (Not this screen!) if you report this crash to anyone; without it, they will not be able to help fix the crash :(



    --- BEGIN ERROR REPORT e42eb416 --------
    Full report at:
    C:\Users\Jaeger\AppData\Roaming\.minecraft\crash-reports\crash-2013-03-22_16.20.33-client.txt
    Please show that file to Mojang, NOT just this screen!

    Generated 22.03.13 16:20

    -- System Details --
    Details:
    Minecraft Version: 1.5.1
    Operating System: Windows 8 (amd64) version 6.2
    Java Version: 1.7.0_13, Oracle Corporation
    Java VM Version: Java HotSpot™ 64-Bit Server VM (mixed mode), Oracle Corporation
    Memory: 846313896 bytes (807 MB) / 1038876672 bytes (990 MB) up to 2112618496 bytes (2014 MB)
    JVM Flags: 5 total; -Xms512m -Xmx1024m -Xincgc -Xms1024m -Xmx2048m
    AABB Pool Size: 0 (0 bytes; 0 MB) allocated, 0 (0 bytes; 0 MB) used
    Suspicious classes: FML and Forge are installed
    IntCache: cache: 0, tcache: 0, allocated: 0, tallocated: 0
    FML: MCP v7.44 FML v5.0.38.600 Minecraft Forge 7.7.0.600 4 mods loaded, 4 mods active
    mcp [Minecraft Coder Pack] (minecraft.jar) Unloaded->Constructed
    FML [Forge Mod Loader] (coremods) Unloaded->Constructed
    Forge [Minecraft Forge] (coremods) Unloaded->Constructed
    JJsKindaMagic [JJsKindaMagic] (jjs) Unloaded->Errored
    LWJGL: 2.4.2
    OpenGL: Intel® HD Graphics 4000 GL version 4.0.0 - Build 9.17.10.2867, Intel
    Is Modded: Definitely; Client brand changed to 'forge,fml'
    Type: Client (map_client.txt)
    Texture Pack: HerrSommer Dye - 1.5 - v1.zip
    Profiler Position: N/A (disabled)
    Vec3 Pool Size: ~~ERROR~~ NullPointerException: null

    cpw.mods.fml.common.LoaderException: java.lang.ClassNotFoundException: jjs.kindamagicmod.common.KindaMagicMain
    at cpw.mods.fml.common.LoadController.transition(LoadController.java:142)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:504)
    at cpw.mods.fml.client.FMLClientHandler.beginMinecraftLoading(FMLClientHandler.java:160)
    at net.minecraft.client.Minecraft.func_71384_a(Minecraft.java:407)
    at net.minecraft.client.MinecraftAppletImpl.func_71384_a(SourceFile:56)
    at net.minecraft.client.Minecraft.run(Minecraft.java:729)
    at java.lang.Thread.run(Unknown Source)
    Caused by: java.lang.ClassNotFoundException: jjs.kindamagicmod.common.KindaMagicMain
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:211)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at java.lang.ClassLoader.loadClass(Unknown Source)
    at cpw.mods.fml.common.ModClassLoader.loadClass(ModClassLoader.java:56)
    at java.lang.Class.forName0(Native Method)
    at java.lang.Class.forName(Unknown Source)
    at cpw.mods.fml.common.FMLModContainer.constructMod(FMLModContainer.java:446)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.propogateStateMessage(LoadController.java:165)
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
    at java.lang.reflect.Method.invoke(Unknown Source)
    at com.google.common.eventbus.EventHandler.handleEvent(EventHandler.java:74)
    at com.google.common.eventbus.SynchronizedEventHandler.handleEvent(SynchronizedEventHandler.java:45)
    at com.google.common.eventbus.EventBus.dispatch(EventBus.java:314)
    at com.google.common.eventbus.EventBus.dispatchQueuedEvents(EventBus.java:296)
    at com.google.common.eventbus.EventBus.post(EventBus.java:267)
    at cpw.mods.fml.common.LoadController.distributeStateMessage(LoadController.java:98)
    at cpw.mods.fml.common.Loader.loadMods(Loader.java:494)
    ... 5 more
    Caused by: java.lang.NullPointerException
    at cpw.mods.fml.relauncher.RelaunchClassLoader.findClass(RelaunchClassLoader.java:200)
    ... 32 more
    --- END ERROR REPORT 75e87a29 ----------

    What can I do?
    After reobfuscating my stuff I packed it all into a zip file and then put it in the mods folder.
    What did I mess up?


    I'm not sure, but there's a chance in the update between 1.4 and 1.5 that the ways for putting the mod into the real game changed. That's what happened for everything else, at least.
    Posted in: Tutorials
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    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Quote from DeverionX

    At some point soon, yes, right now I'm pretty busy though :(


    Good deal. I'm trying to make some armor and I was wondering, does each separate piece have to be it's own image/java file or is it all in one image/java file?
    Posted in: Tutorials
  • 0

    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Also, will the tutorials be updated for 1.5.1? I love your tutorials but none of them work with the new updates. It's fine if you can't or you're busy, I understand.
    Posted in: Tutorials
  • 0

    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Quote from kg6jay

    Go back and look at the code snippet I posted.
    specifically this portion:
    @Override
    @SideOnly(Side.CLIENT)
    public void func_94581_a(IconRegister iconRegister)
    {
    makeIcons(iconRegister);
    }
    public void makeIcons(IconRegister iconRegister)
    {
    icons = new Icon[7];
    icons[0] = iconRegister.func_94245_a("resourceengineering:itemGemTurquoise");



    Arg!! Okay, I'm so close (well, at least I think I'm close).

    Here's my mod class

    package splintercell.myMod.common; //The package your mod is in
    
    import net.minecraft.block.Block;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.item.Item;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.Mod.Init;
    import cpw.mods.fml.common.Mod.Instance;
    import cpw.mods.fml.common.event.FMLInitializationEvent;
    import cpw.mods.fml.common.network.NetworkMod;
    import cpw.mods.fml.common.network.NetworkRegistry;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;
    import cpw.mods.fml.common.network.NetworkMod.SidedPacketHandler;
    import cpw.mods.fml.common.SidedProxy;
    import splintercell.myMod.client.core.handlers.ClientPacketHandler;
    import splintercell.myMod.common.core.CommonProxy;
    import splintercell.myMod.common.item.ItemRuby;
    
    @NetworkMod(clientSideRequired=true,serverSideRequired=false, //Whether client side and server side are needed
    clientPacketHandlerSpec = @SidedPacketHandler(channels = {"TutorialGeneral" }, packetHandler = ClientPacketHandler.class), //For clientside packet handling
    serverPacketHandlerSpec = @SidedPacketHandler(channels = {}, packetHandler = ServerPacketHandler.class)) //For serverside packet handling
    @Mod(modid="SplinterCell",name="SC Mod 1",version="1.0") //Gives Forge extra info about your mod
    public class mod_SplinterCell { //The class file
    
    @Instance("SplinterCell") //The instance, this is very important later on
    public static mod_SplinterCell instance = new mod_SplinterCell();
    public static Item ruby = new ItemRuby(31100); //The ruby object
    
    @SidedProxy(clientSide = "splintercell.myMod.client.core.ClientProxy", serverSide = "splintercell.myMod.common.core.CommonProxy") //Tells Forge the location of your proxies
    public static CommonProxy proxy;
    proxy.addNames();
    @Init
    public void InitCobaltCraft(FMLInitializationEvent event){ //Your main initialization method
    NetworkRegistry.instance().registerGuiHandler(this, proxy); //Registers the class that deals with GUI data
    }
    
    }

    And then my ItemRuby.java file

    package splintercell.myMod.common.item;
    import net.minecraft.item.Item;
    import cpw.mods.fml.relauncher.*;
    import splintercell.myMod.common.mod_SplinterCell;
    import net.minecraft.client.renderer.texture.IconRegister;
    import net.minecraft.creativetab.CreativeTabs;
    public class ItemRuby extends Item {
    
    public ItemRuby(int par1) {
    super(par1); //Returns super constructor: par1 is ID
    //setTextureFile("/splintercellGFX/Items.png"); //Sets the item texture file
    //iconRegister.func_94245_a("splintercellGFX:rubyItem");
    setUnlocalizedName("itemRuby"); //Sets the incode name of the item, make sure it doesn't clash with other items, weird stuff happens
    setCreativeTab(CreativeTabs.tabMaterials); //Tells the game what creative mode tab it goes in
    }
    
    public void func_94581_a(IconRegister iconRegister)
    {
    		 iconIndex = iconRegister.func_94245_a("splintercellGFX:rubyItem");
    }
    
    @SideOnly(Side.CLIENT) //Marks a method as client side only, typically for graphics and rendering
    public int getItemIconFromDamage(int i){
    return 0; //The first icon on the spritesheet
    }
    }

    And then finally my CommonProxy.java file

    package splintercell.myMod.common.core;
    
    import splintercell.myMod.common.item.ItemRuby;
    import net.minecraft.block.Block;
    import net.minecraft.entity.player.EntityPlayer;
    import net.minecraft.item.Item;
    import net.minecraft.item.ItemStack;
    import net.minecraft.item.crafting.FurnaceRecipes;
    import net.minecraft.world.World;
    import cpw.mods.fml.common.network.IGuiHandler;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;
    
    public class CommonProxy implements IGuiHandler{ //THIS IS IMPORTANT, CANNOT BE A PROXY/GUI HANDLER WITHOUT THIS!!
    
    public void registerRenderInformation() //Client side texture registering
    {
    }
    
    @Override
    public Object getServerGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) { //For GUI's
    return null;
    }
    
    @Override
    public Object getClientGuiElement(int ID, EntityPlayer player, World world, int x, int y, int z) //For GUI's
    {
    return null;
    }
    
    public void registerTiles()//For registering TileEntities
    {
    }
    
    public void registerBlocks()//For registering Blocks
    {
    }
    
    public void addNames()//For adding Item's ingame names
    {
    
    LanguageRegistry.addName(mod_SplinterCell.ruby, "Ruby"); //Adds the name for the ruby item
    }
    
    public void addRecipes() //For adding your Item's recipes
    {
    }
    }


    I figured if you can help me better if you see all he code. I get two error messages, one at the proxy.addNames(); line and the LanguageRegistry.addName(mod_SplinterCell.ruby, "Ruby"); line. I feel like I'm so close yet so far away, is it an easy fix or did I mess something BIG up? Thanks again.

    *EDITS* - putting the code inside spoiler comments so it wouldn't take up as much room.
    Posted in: Tutorials
  • 0

    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Quote from kg6jay

    There are no more sprite sheets. Each item and block gets its own png file in the appropriate folder. The name is whatever you use in the func_94245_a call after the colon, so
    iconRegister.func_94245_a("resourceengineering:itemGemTurquoise");

    will look in "mods\resourceengineering\textures\items\" for "itemGemTurquoise.png"

    Edit: Fixed odd mess of font and other random code bits that the editor put into my post..


    Hmm... that went way over my head, and it really bothers me that it went over my head THAT far. Here's my code, I got an error message saying "iconRegister cannot be resolved", and I have no idea why it isn't working, and also where do the images go? Can I not locate my images file or is there a specific file location I need to go to?

    package splintercell.myMod.common.item;
    import net.minecraft.item.Item;
    import cpw.mods.fml.relauncher.*;
    import splintercell.myMod.common.mod_SplinterCell;
    import net.minecraft.creativetab.CreativeTabs;
    public class ItemRuby extends Item {
    public ItemRuby(int par1) {
      super(par1); //Returns super constructor: par1 is ID
      //setTextureFile("/splintercellGFX/Items.png"); //Sets the item texture file
      iconRegister.func_94245_a("splintercellGFX:rubyItem");
      setUnlocalizedName("itemRuby"); //Sets the incode name of the item, make sure it doesn't clash with other items, weird stuff happens
      setCreativeTab(CreativeTabs.tabMaterials); //Tells the game what creative mode tab it goes in
    }
    @SideOnly(Side.CLIENT) //Marks a method as client side only, typically for graphics and rendering
    public int getItemIconFromDamage(int i){
      return 0; //The first icon on the spritesheet
    }
    }


    And thanks for helping me with this, it means a lot, really appreciate it.
    Posted in: Tutorials
  • 0

    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Quote from kg6jay

    If you updated to 1.5 you have to use setUnlocalizedName(name), setItemName and setTextureFile are no longer used. This code snippet from my own project should help you:
    public ItemGem(int id)
    {
    super(id);
    setUnlocalizedName("wal_itemGem");
    setCreativeTab(ResourceEngineeringMain.reTab);
    setHasSubtypes(true);
    setMaxDamage(0);
    }
    
    @Override
    @SideOnly(Side.CLIENT)
    public void func_94581_a(IconRegister iconRegister)
    {
    makeIcons(iconRegister);
    }
    public void makeIcons(IconRegister iconRegister)
    {
    icons = new Icon[7];
    icons[0] = iconRegister.func_94245_a("resourceengineering:itemGemTurquoise");
    icons[1] = iconRegister.func_94245_a("resourceengineering:itemGemOnyx");
    icons[2] = iconRegister.func_94245_a("resourceengineering:itemGemAmethyst");
    icons[3] = iconRegister.func_94245_a("resourceengineering:itemGemCitrine");
    icons[4] = iconRegister.func_94245_a("resourceengineering:itemGemEmerald");
    icons[5] = iconRegister.func_94245_a("resourceengineering:itemGemRuby");
    icons[6] = iconRegister.func_94245_a("resourceengineering:itemGemSapphire");
    }
    
    @SideOnly(Side.CLIENT)
    public Icon getIconFromDamage(int i)
    {
    if(i>=icons.length)
    {
    return null;
    }
    else
    return icons[i];
    }


    its looking for textures inside mods/<modname>/textures/items or /blocks


    Shoot... so if setTextureFile is no longer used is there an easy way to access the sprite sheet? Like override whatever texture is used and tell it "go to this image and use the first 16x16px"?
    Posted in: Tutorials
  • 0

    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Ugh...okay so one more question. I'm creating the Ruby item just so I can get the hang of it and in the ItemRuby.java file I get two errors with 'setTextureFile' and 'setItemName'. Neither of those exist in the Items.java file, did I miss something or did something change but not get updated in the tutorials?
    Posted in: Tutorials
  • 0

    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    Quote from kg6jay

    In eclipse, set your forge install's eclipse folder as the workspace. That should bring all the MC source code into eclipse and set everything up properly for you. Go back and reread the instructions in the tutorial carefully.


    Awesome, I got it, thanks! I haven't used Eclipse for a long time so I'm still getting used to the setup and how it operates.
    Posted in: Tutorials
  • 0

    posted a message on [1.5] [WIP (again)] Deverion's Forge Modding Tutorials [Updated 16-03-2013] [1.5 Tutorials: 1!]
    So...this may be a dumb question, but after I setup all my MCD and Forge folders, I went to open the */eclipse folder inside of Eclipse and there wasn't anything there. In other tutorials I had to setup a java project, do I have to do that here? I mean I've got no clue what I'm doing here so when I openned up Eclipse, clocked "Open File" and selected myFolderName/eclipse and nothing showed up, I kinda freaked. Anywho, thanks for putting up all the tutorials, I can't wait to dig into them. As you can probably tell I'm super new to the whole world of MC modding, so please be gentle :)
    Posted in: Tutorials
  • 0

    posted a message on How do I create a new Ore for MC v1.5?
    That's a good suggestion, however I want to be in control of the code that goes into the mod, y'know? I don't want to make a mod using a mod.
    Posted in: Mods Discussion
  • 0

    posted a message on How do I create a new Ore for MC v1.5?
    Hello,

    I'm new to the Minecraft Modding community and all I want to do is create a new kind of ore, much like emeralds but it looks different in appearance and color. I've looked at a lot of tutorials, however they're all for past versions of MC and don't work. I've run into errors with things shiftedIndex and BlockID, almost anything that could've gone wrong did go wrong. Is there one tutorial that shows how to create a new kind of ore for MC v1.5? I've tried pulling parts from several sources but nothing's compatable and nothing lines up. Thanks,

    -SplinterCell
    Posted in: Mods Discussion
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