i would suggest using leather armor as a template as it can be dyed.
let's see if anyone recognizes what book series this sword is from.
I could be wrong, but my understanding from someone else's explanation is that dyed leather is a special case added by Minecraft itself and bypasses the standard model system. Unfortunately, Forge doesn't allow this (well, it does, but it would mean I'd have to use the IItemRenderer like I do in 1.7 in 1.8, but it is now deprecated in 1.8).
Any idea on what caused my crash? (A few posts ago?)
The crash is caused by an issue with the code utilized to decode the hexadecimal string stored in the Item's NBT data. This is a relatively easy fix but I do not have the ability to post the update as this topic is under thisguys' control.
In case anyone else cared about the update, I don't know if or when it will be updated as I currently work ~65 hours a week plus any other obligations I have so I have very little time to learn the new system as well as update the mod. If I can I can, if I can't, thisguy will have to see if he can find yet another person to update BladeCraft.
Whenever I find the time to both code it and figure out how I'm going to render it in 1.8. The entire way it was rendered before is now deprecated by Forge so I'll have to figure out how I can use Minecraft's new system to render it. The new system apparently requires you to specify static models now so I don't know how i'll do the coloring. If i made a static model for every color combination....well....it would probably use up a lot of memory.
Yes but you probably won't want to do it because it will be a lot harder and depending on what you're doing in the horse class it may not allow it to be completely compatible anyway.
Is the code that you apply to make swords different colors able to be applied to other things? Could you make it possible to have clay of any color, stone of any color, wood, etc?
The way the code is written, it uses NBT to store the color information. In 1.8 I may possibly be able to make support for normal blocks, however, I cannot think of a way for this in 1.7.10 as there is simply not enough data space alotted to each normal block to hold this kind of information. You could theoretically do it with TileEntity blocks, but it is best to limit the cases when you use TileEntities as they eat up memory.
does this meani could make a sword that looks like the guildid sword from majoras mask? (sorry for spelling :P) or can i not make patterns?
I haven't gotten to making it so that you can customize the pattern yet. It is possibly given the way the code works, however, I don't have the actual implementation to provide that.
i still haven't recieved an answer to my question.
I apologize, I failed to notice it for some reason. It shouldn't have anything to do with your texturepack. It appears to be an issue in one of my utility classes but I have been unable to replicate it to understand where the issue is occurring. The only other thing I've noticed is that all cases reported to me occurred when the user had other mods installed as well. Do you have any other mods installed with BladeCraft?
You're trying to access the method statically from the Configuration class rather than accessing it from your configuration object. Lowercase the first Configuration in your loadConfiguration method.
I hope anyone who has downloaded it has enjoyed the mod so far. We have big plans for the future for this mod, including an API that will allow other mods to easily add this same functionality to their items. We've also been floating some other ideas around for other features to be added.. Also, if you've tried the mod, please give us some feedback so that we know what's good and what needs more work. Remember to check back often for more updates. If you would like, you can also tweet at me if you have any questions. I may also begin to posting updates on the mod via twitter as well. Again, I hope all of you that have tried the mod enjoy it.
Quote from renmau5»
Finally !! I've been waiting for this mod for a long time !! Now I want to try it!!
I'm going to try to make a tutorial video sometime this weekend to help explain how to do everything in the mod. We'll see however. I won't promise anything in case it doesn't work out.
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I could be wrong, but my understanding from someone else's explanation is that dyed leather is a special case added by Minecraft itself and bypasses the standard model system. Unfortunately, Forge doesn't allow this (well, it does, but it would mean I'd have to use the IItemRenderer like I do in 1.7 in 1.8, but it is now deprecated in 1.8).
The crash is caused by an issue with the code utilized to decode the hexadecimal string stored in the Item's NBT data. This is a relatively easy fix but I do not have the ability to post the update as this topic is under thisguys' control.
In case anyone else cared about the update, I don't know if or when it will be updated as I currently work ~65 hours a week plus any other obligations I have so I have very little time to learn the new system as well as update the mod. If I can I can, if I can't, thisguy will have to see if he can find yet another person to update BladeCraft.
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Whenever I find the time to both code it and figure out how I'm going to render it in 1.8. The entire way it was rendered before is now deprecated by Forge so I'll have to figure out how I can use Minecraft's new system to render it. The new system apparently requires you to specify static models now so I don't know how i'll do the coloring. If i made a static model for every color combination....well....it would probably use up a lot of memory.
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The way the code is written, it uses NBT to store the color information. In 1.8 I may possibly be able to make support for normal blocks, however, I cannot think of a way for this in 1.7.10 as there is simply not enough data space alotted to each normal block to hold this kind of information. You could theoretically do it with TileEntity blocks, but it is best to limit the cases when you use TileEntities as they eat up memory.
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I haven't gotten to making it so that you can customize the pattern yet. It is possibly given the way the code works, however, I don't have the actual implementation to provide that.
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I apologize, I failed to notice it for some reason. It shouldn't have anything to do with your texturepack. It appears to be an issue in one of my utility classes but I have been unable to replicate it to understand where the issue is occurring. The only other thing I've noticed is that all cases reported to me occurred when the user had other mods installed as well. Do you have any other mods installed with BladeCraft?
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So like,
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Yes, you can make each of the three parts of your sword any color you would like.
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- Ghostrec35
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I'm going to try to make a tutorial video sometime this weekend to help explain how to do everything in the mod. We'll see however. I won't promise anything in case it doesn't work out.