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    posted a message on Unicode font option gone in 1.13-pre6?

    No, I don't think so... my "issue", if it can even be called that, is with the removal of the unicode font option. The issue you have is most certainly this bug, which will hopefully be fixed soon for those who use resource packs.


    The fix I'm looking for is probably indirectly related to your bug, since they're both due to the font change. The attached files below show the difference more clearly. The first one is 1.13-pre6, and the second is 1.13-pre5 and older.


    Edit: I've found a solution! Apparently, the font is saved as a .ttf file now (or always was and I just found out), and it can be changed via a resource pack. Directions can be found here.


    I've copied them below should the instructions on reddit get removed at some point, full credit goes to u/jamesmuell!

    1) You open Minecraft, go into the resource pack screen and click the button "Open resource pack folder".

    2) In the folder that opens up, you make a new folder, its name will be the name of your resource pack.

    3) Enter that folder and in it create a new file called "pack.mcmeta" with
    {
    "pack": {
    "pack_format": 4, "description": "a description of your resource pack"
    }
    }

    inside it

    3a) If you don't have any experience with file extensions or don't have them displayed behind your file names, one way to create the file is to right-click inside the empty folder, open the "New" menu, in there, click "Text Document" (may not be called exactly that, but similar).

    Open the New Text Document, copy the text above into it, click File, click Save As, enter "pack.mcmeta" as the file name, save the file, close the editor. You should now have the "pack.mcmeta" file and "New Text Document.txt", the latter you can delete.

    4) In your resource pack folder, create a new folder called "assets", in there a new folder called "minecraft", in there a new folder called "font", so that your path looks like C:/Users/Username/AppData/Roaming/.minecraft/resourcepacks/ResourcePackName/assets/minecraft/font .

    5) To open a folder with all installed fonts, press the key Windows first, then R, then, in the window that opens up ("Run"), you enter %windir%\Fonts and click OK. A folder with all installed fonts appears.

    You look for the font you want to use in Minecraft (you can open them with double-click), right-click it, copy it.

    6) Return to your "font" folder in your resource pack, right-click inside it, click paste. You may have copied several files, if you did, choose one of them and delete the others. The remaining one you rename "seven.ttf".

    7) Back in Minecraft, close the resource pack selection screen and reopen it, then choose your resource pack. You can use an icon for it by putting a file called "pack.png" into your resource pack in the same folder as "assets" and "pack.mcmeta".

    Posted in: Recent Updates and Snapshots
  • 0

    posted a message on Unicode font option gone in 1.13-pre6?

    As of 1.13-pre6 with the release notes of "Improved fonts", it appears that the fonts are stuck looking blocky, as there is no longer an option to force unicode fonts on. Since locating the option several years ago, I've always turned it on whenever and where-ever I happen to be playing MC.

    Since the option is gone are we getting the ability to do this via data or resource packs? Was the ability to do so already there? Do you think this is a temporary bug with fixing the fonts? (I find this unlikely, but possible I suppose.)


    I at least am really going to miss this option, so if possible I'd like to find a fix before 1.13 officially comes out.

    Posted in: Recent Updates and Snapshots
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    posted a message on Baubles 1.4.6 / 1.5.2 (Updated 2018/1/10)
    Quote from xilef11»

    the dropbox links are dead for some reason




    I second that.

    I think that this link explains the reasons fairly well


    Edit: Azanor fixed them!

    Posted in: Minecraft Mods
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    posted a message on Making custom monsters

    Got it. I can access the vanilla entities right from Eclipse, correct?

    Posted in: Modification Development
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    posted a message on Making custom monsters

    alright. I've started recreating my model. Thanks for telling about Blender before I created half a dozen models and then had to port them all.


    Back to my original question, does anyone have any good tutorial/examples for entity code that I can work on while my model is still in progress?

    Posted in: Modification Development
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    posted a message on Making custom monsters

    Here's what my model looks like. I'd rather not recreate it, as it currently consists of 62 different parts.
    Here

    Posted in: Modification Development
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    posted a message on Making custom monsters

    Gotcha. I heard Tabula was no longer hosted anywhere? Or was that Techne? As for MrCrayfish's I think I tried it once but I'll do so again. Do either Tabula or MrCrayfish's support some file type I could export my already created models to? Blender supports export to .dae, .abc, .3ds, .fbx, .ply, .obj, .x3d, and .stl


    Edit: Do you think that this tutorial is still applicable to blender/minecraft?


    Edit No. 2: I should probably create a separate post for this, but my recipes aren't working. I'm using the .JSON format. For example, here is a recipe I tried to get to work. Nothing happens when I put the items into the crafting table. Nevermind. A friend fixed it for me.

    Posted in: Modification Development
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    posted a message on Making custom monsters
    Quote from coldplayrocks»

    Texturing should be done in a photo editing software. I recommend GIMP, as it is simple to use. Export your model's file as a .java.




    I've been using GIMP to texture my items, so I've got that installed.

    Blender (the 3D modeler I've been using) doesn't support exporting to .java, so I can't do that. I can export to .obj, which I've seen mentioned when googling things about making models.


    As for texturing the model, I'm not sure where I would actually put the pixels so I haven't done that part yet.

    Posted in: Modification Development
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    posted a message on Making custom monsters

    Alright! Thank you, I'll take a look at your tutorial.


    I skimmed through it, and I saw the code, but I didn't see anything on how to texture my entity, or what to export my model's file as.

    Posted in: Modification Development
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    posted a message on Making custom monsters

    So, after a semi-long break from modding attempts, I'm back. This time I'm trying to figure out how to make custom entities, namely, a dragon. I've been finding a surprising lack of info about how to make mobs, how to texture them, and so on.


    I've been using Blender to create my models because I both already had installed and I knew how to use it. If anyone of you have a suggestion on a different program to model in, I'd be happy to hear it


    So, I've got my model complete but I'm uncertain what to export my model as, how to properly texture it, and how to actually render/code it into minecraft.

    Posted in: Modification Development
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    posted a message on Exporting Animated Model from Blender

    Why MCreator? This is why you shouldn't use it. Another site with reasons you shouldn't use MCreator.

    Posted in: Mapping and Modding Tutorials
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    posted a message on Mod Error!

    Nah I don't. XD

    I read somewhere that you don't actually need Java knowledge to mod and thought "Hey, there are somethings I'd like to add" and started attempting to mod.


    I'll watch your videos.

    Posted in: Modification Development
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    posted a message on How Did An Evil Villager Learn Magic Before Steve? (Evoker and Vex) 1.11
    Quote from Chameleonred5»

    They're not that exotic. Maybe a little bit. But it's still a low fantasy game.

    Wait, let me get this straight... you think that outcast villagers that can: fly, summon little dagger things, summon other ghost things, and drop tomes of undying aren't very exotic?
    Posted in: Recent Updates and Snapshots
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    posted a message on Mod Error!
    Quote from UpcraftLP»



    Yeah it's right now, you now need to call ModBlocks.register() from your CommonProxy (or Main class)'s preInit method.
    Also create the following methods in ModBlocks and call ModBlocks.registerRenders() from your ClientProxy (make sure the normal register() method is called BEFORE that):

    public static void registerRenders() {
    registerRender(mud);
    }
    
    private static void registerRender(Block b ) {
    ModelLoader.setCustomModelResourceLocation(Item.getItemFromBlock(b), 0, new ModelResourceLocation(b.getRegistryName(), "inventory"));
    }




    Having done all that it now gives me an error on the

    ModBlocks.register();


    line in the main class. The following is the error it gives me.

    The method register(Block) in the type ModBlocks is not applicable for the arguments ()

    Here's what my Main Class looks like.


    package com.github.wychmire.wofmc;

    import com.github.wychmire.wofmc.init.ModBlocks;
    import com.github.wychmire.wofmc.init.ModItems;
    import com.github.wychmire.wofmc.proxy.CommonProxy;

    import net.minecraftforge.fml.common.Mod;
    import net.minecraftforge.fml.common.Mod.EventHandler;
    import net.minecraftforge.fml.common.Mod.Instance;
    import net.minecraftforge.fml.common.SidedProxy;
    import net.minecraftforge.fml.common.event.FMLInitializationEvent;
    import net.minecraftforge.fml.common.event.FMLPostInitializationEvent;
    import net.minecraftforge.fml.common.event.FMLPreInitializationEvent;

    @Mod(modid = Reference.MOD_ID, name = Reference.NAME, version = Reference.VERSION, acceptedMinecraftVersions = Reference.ACCEPTED_VERSIONS)
    public class WoFMC
    {
    @Instance
    public static WoFMC instance;
    @SidedProxy(clientSide = Reference.CLIENT_PROXY_CLASS, serverSide = Reference.SERVER_PROXY_CLASS)
    public static CommonProxy proxy;

    @EventHandler
    public void preInit(FMLPreInitializationEvent event)
    {
    System.out.println("Pre Init");

    ModItems.init();
    ModItems.register();

    ModBlocks.init();
    ModBlocks.register();

    }
    @EventHandler
    public void init(FMLInitializationEvent event)
    {
    System.out.println("Init");
    proxy.init();
    }
    @EventHandler
    public void postInit(FMLPostInitializationEvent event)
    {
    System.out.println("Post Init");
    }

    }

    Posted in: Modification Development
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