• 0

    posted a message on [1.7.10-1.8] Forge Modding Tutorials by EMX | Fully Explained! | Latest: Exporting Your Mod
    Quote from dantdmfan56»

    Will you private message with people if they need help? I may sometimes NOT understand it but ay everyone has that :P


    Of course! Just PM me anytime, or comment in my tutorials website
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on 3D Item Rendering in hotbar?
    Quote from lelwire»

    Now it crashes when it tries to render the item... giving a java.lang.ArrayIndexOutOfBoundsException

    ArrayIndexOutOfBounds from which call?

    Don't set it extraordinarily big, make it 10.0F is probably enough to at least show the edges so you know where it is rendering.
    Posted in: Modification Development
  • 0

    posted a message on 3D Item Rendering in hotbar?
    Quote from lelwire»

    I fixed the code to render the model in the inventory case but it still doesn't work for some reason?

    case INVENTORY:
    GL11.glPushMatrix();
    GL11.glScalef(0.1F, 0.1F, 0.1F);
    Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("wire:textures/models/Item3DFinal.png"));
    GL11.glRotatef(200F, 1.0f, 0.0f, 0.0f);
    GL11.glRotatef(-80F, 0.0f, 1.0f, 0.0f);
    GL11.glTranslatef(0.0F, 0.0F, 0F);
    testModel.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.625F);
    GL11.glPopMatrix();
    break;

    It doesn't show anything on the hotbar at all


    Increase the scale to something really big, so if it's out of place you'll know from where.
    Posted in: Modification Development
  • 0

    posted a message on 3D Item Rendering in hotbar?

    You did not render your model in the case INVENTORY.


    testModel.render((Entity) data[1], 0.0F, 0.0F, 0.0F, 0.0F, 0.0F, 0.0625F);

    Posted in: Modification Development
  • 0

    posted a message on 3D Item Rendering in hotbar?
    Quote from lelwire»

    I made a model with techne then created a render class for it, i use the gl methods (push, pop, etc.). i tried to render it in the inventory with the render class but nothing appears, everything else is ok though (equipped, equipped_first_person, and entity are all doing their job fine).

    show me that class please.
    Posted in: Modification Development
  • 0

    posted a message on 3D Item Rendering in hotbar?

    You're talking about 1.7.10 modding right? How did you render your item 3D in the first place?

    Posted in: Modification Development
  • 0

    posted a message on [1.7.10-1.8] Forge Modding Tutorials by EMX | Fully Explained! | Latest: Exporting Your Mod
    Quote from kde99»

    Could you make a tutorial about making multiblock structures?


    Probably, after I learn quite a bit about them. But first, a prerequisite would be functioning tile entities first.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on Open GUI while keeping player on control

    extending GuiScreen pauses the game, except if you override a method (i forgot which, should be able to tell by the name) to change whether the game pauses or not. Another case would be extending Gui.


    If you're using a hook, i suppose the RenderGameOverlayEvent, or any gui related event, you can cancel the event to stop the GUIs from drawing.

    Posted in: Modification Development
  • 0

    posted a message on [1.7.10-1.8] Forge Modding Tutorials by EMX | Fully Explained! | Latest: Exporting Your Mod
    Quote from TNTftw21»

    I tried that tutorial, but Eclipse keeps throwing errors for some reason. This is the problem class (everything else works just fine, but I'm still working on the handler):



    package io.github.tntftw21.thuumcraft.handler;
    
    import io.github.tntftw21.thuumcraft.ThuumCraft;
    import io.github.tntftw21.thuumcraft.item.tool.IExtendedReach;
    import io.netty.buffer.ByteBuf;
    import net.minecraft.entity.Entity;
    import net.minecraft.entity.player.EntityPlayerMP;
    import cpw.mods.fml.common.network.ByteBufUtils;
    import cpw.mods.fml.common.network.simpleimpl.IMessage;
    import cpw.mods.fml.common.network.simpleimpl.IMessageHandler;
    import cpw.mods.fml.common.network.simpleimpl.MessageContext;
    
    public class MessageExtendedReachAttack implements IMessage {
    	
    	private int entityId;
    	
    	public MessageExtendedReachAttack() {
    		
    	}
    	
    	public MessageExtendedReachAttack(int entityId) {
    		this.entityId = entityId;
    	}
    
    	@Override
    	public void fromBytes(ByteBuf buf) {
    		entityId = ByteBufUtils.readVarInt(buf, 4);
    	}
    
    	@Override
    	public void toBytes(ByteBuf buf) {
    		ByteBufUtils.writeVarInt(buf, entityId, 4);
    	}
    	
    	public static class Handler implements IMessageHandler<MessageExtendedReachAttack, IMessage> {
    		public IMessage onMessage(final MessageExtendedReachAttack message, MessageContext context) {
    			final EntityPlayerMP player = (EntityPlayerMP) context.getServerHandler().playerEntity;
    			player.getServerForPlayer().addScheduledTask(
    					new Runnable() {
    						@Override
    						public void run() {
    							Entity entity = player.worldObj.getEntityByID(message.entityId);
    							if (player.getCurrentEquippedItem() == null) {
    								return;
    							}
    							if (player.getCurrentEquippedItem().getItem() instanceof IExtendedReach) {
    								IExtendedReach weapon = (IExtendedReach) player.getCurrentEquippedItem().getItem();
    								double distanceSq = player.getDistanceSqToEntity(entity);
    								double reachSq = weapon.getReach() * weapon.getReach();
    								if (reachSq >= distanceSq) {
    									player.attackTargetEntityWithCurrentItem(entity);
    								}
    							}
    							return;
    						}
    					}
    			);
    		}
    	}
    
    }


    The problem is that `player.getServerForPlayer().addScheduledTask(new Runnable())` isn't defined for WorldServer (which getServerForPlayer() returns).

    As I said, I've run into problems with this tutorial before, and I think it was this exact problem. My Forge build is 10.13.4.1448 (Yes, I'm still modding towards 1.7.10, but I really don't think much of 1.8 just yet). I've no idea why this is happening, because nobody else seems to have had this problem, and WorldServer doesn't have any methods for scheduling tasks (the only scheduling it does is for blocks and TileEntities).


    I have not read that tutorial yet. Perhaps you want to create a thread on mod development forums, or ask jabelar himself.
    Posted in: Mapping and Modding Tutorials
  • 0

    posted a message on The Mod Codename X

    Google. Tons and tons of tutorials for Java with one search, "java tutorials".


    Oracle official Java documentation:


    http://docs.oracle.com/javase/tutorial/java/

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on The Mod Codename X
    Quote from Penguino32»

    Ok, i created a mod, doesn't work, but you can help me create a mod with the source code. I'll post it at the top, just to be nice :)


    best to go to the modification development section and post what error you have. Much more experienced modders are lurking there.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Looking for a server side mod in which a player takes damage when above a certain y height.

    Do you want it as a mod? Because this can be done easily with a bukkit plugin.

    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on The Mod Codename X
    Quote from Penguino32»

    So far, 1 icon(ender weed.) Someone has to create textures for the items and 3d models. And then we need a whole team. I know this is the 3rd time i am saying this, but I NEED A TEAM!


    Start simple. Finding a team is hard even for advanced developers. Why don't you make a smaller mod, and learn proper modding in the way? Dream big, start simple.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on The Mod Codename X
    Quote from Sailing94»

    I'm no coder, (took one class so far, apparently extremely talented, but I don't see it) but I do know my way around mod design. You have a semi solid concept that hasn't been done in the manner you've described, and could succeed as a mod if you got support for it. If you are going to be creating textures and sprites for the mod, I'd recommend taking a closer look at how Minecraft handles textures. The icons you've created just don't fit into Minecraft's size range, nor do they appear to have any correlation to your idea.


    To add:

    Minecraft icons usually have a resolution of powers of 2 (2^n) so usually something like 16, 32, 64
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on [1.7.10-1.8] Forge Modding Tutorials by EMX | Fully Explained! | Latest: Exporting Your Mod
    Quote from TNTftw21»

    Could you do a tutorial about making a weapon with longer attack range? I've looked around a bit (which included writing a post here), but I haven't figured out how to do this yet. I know it's possible, though, because Mount & Blade: Battlegear 2 implements the same system (the reason I haven't used their code is because I find it difficult to navigate).


    Exists already. http://jabelarminecraft.blogspot.co.id/p/minecraft-modding-extending-reach-of.html
    Posted in: Mapping and Modding Tutorials
  • To post a comment, please or register a new account.