• 0

    posted a message on Tinkers' Construct 2

    I've been porting this mod to MCPE for a while. I asked mDyio for permission but I didn't realize that ownership of the mod had changed to boni. Do I still have permission to continue porting it? Theres some screenshots on my twitter account @DamienMiller11 :)

    Posted in: Minecraft Mods
  • 0

    posted a message on BlockLoader pro and MCPE v. 0.14.2

    Any texture pack compatible with 0.14.0 should also be compatible with MCPE 0.14.2.

    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on Help! Why Custom Blocks are being Desteoyed in Water!?

    This can no be fixed unless you use C++ to make an addon.

    Posted in: MCPE: Mod / Tool Help & Requests
  • 1

    posted a message on Help with native mods?

    I sent you a message :)

    Posted in: MCPE: Mods / Tools
  • 3

    posted a message on Minecraftmuse3's C++ Addon Making Tutorials! Latest: Port Village Gen Code DIRECTLY from PC!

    Hi, I'm minecraftmuse3, and this thread is hopefully gonna give you a step up in addon making. I'm gonna post a few useful tutorials on this thread. In addition to this, you can also ask some questions in the comments down below and I will try to the best of my abiltity to answer them. Note: You will need some experience in C++ modding before using this tutorial.


    So lets get started! :)

    Tutorials




    Modifiying MCPE's inbuilt village gen code:




    Ok, so the aim of this tutorial is to modify the humble house that appears in your MCPE villages.


    Functions we are going to use:

    VillagePiece::placeBlock(BlockSource*, FullBlock, int, int, int, BoundingBox const&);
    VillagePiece::generateBox(BlockSource*, BoundingBox const&, int, int, int, int, int, int, FullBlock, FullBlock, bool);
    VillagePiece::postProcess(BlockSource*, Random&, BoundingBox const&);


    So basically, VillagePiece::placeBlock places a block for the structure, VillagePiece::generateBox generates a box, as VillagePiece::postProcess is the function where the structure is created.


    Once you've set up your headers (find them at https://github.com/minecraftmuse3/ExampleVillageGen), we are going to want to include our header files into the main project file.

    #include <jni.h>
    #include <dlfcn.h>
    #include <stdlib.h>
    #include <Substrate.h>
     
    #include "mcpe/CommonTypes.h"
    #include "mcpe/block/Block.h"
    #include "mcpe/structure/village/components/SimpleHouse.h"


    Next you're going to want to set up your functions to replace the existing ones

    [/p]
    [p]void (*_SimpleHouse$postProcess)(SimpleHouse* self, BlockSource*, Random&, BoundingBox const&);
    void SimpleHouse$postProcess(SimpleHouse* self, BlockSource* region, Random& rand, BoundingBox const& bounds) {
     self->generateBox(region, bounds, 0, 0, 0, 3, 3, 3, {Block::mBrick->blockId, 0}, {Block::mBrick->blockId}, false);
     self->generateBox(region, bounds, 0, 3, 0, 3, 6, 3, {Block::mWoodPlanks->blockId, 0}, {Block::mWoodPlanks->blockId}, false);
    }[/p]
    [p]

    Lastly, you're going to want to hook your functions

    JNIEXPORT jint JNI_OnLoad(JavaVM* vm, void* reserved) {
     
            void* handle = dlopen("libminecraftpe.so", RTLD_LAZY);
            void* SimpleHouse$postProcess_ = dlsym(handle, "_ZN11SimpleHouse11postProcessEP11BlockSourceR6RandomRK11BoundingBox");
    
            MSHookFunction(SimpleHouse$postProcess_, (void*) &SimpleHouse$postProcess, (void**) &_SimpleHouse$postProcess);
     
            return JNI_VERSION_1_2;
    }

    Full file:

    [/p]
    [p]#include <jni.h>
    #include <dlfcn.h>
    #include <Substrate.h>[/p]
    
    [p]#include "mcpe/CommonTypes.h"
    #include "mcpe/block/Block.h"
    #include "mcpe/structure/village/components/SimpleHouse.h"[/p]
    
    [p]void (*_SimpleHouse$postProcess)(SimpleHouse* self, BlockSource*, Random&, BoundingBox const&);
    void SimpleHouse$postProcess(SimpleHouse* self, BlockSource* region, Random& rand, BoundingBox const& bounds) {
            //We generate a basic wall
            self->generateBox(region, bounds, 0, 0, 0, 4, 4, 0, {Block::mBrick->blockId, 0}, {Block::mBrick->blockId}, false);
            self->generateBox(region, bounds, 1, 1, 0, 3, 3, 0, {Block::mWoodPlanks->blockId, 0}, {Block::mWoodPlanks->blockId}, false);
    }[/p]
    
    [p]JNIEXPORT jint JNI_OnLoad(JavaVM* vm, void* reserved) {
     
            void* handle = dlopen("libminecraftpe.so", RTLD_LAZY);
            void* SimpleHouse$postProcess_ = dlsym(handle, "_ZN11SimpleHouse11postProcessEP11BlockSourceR6RandomRK11BoundingBox");[/p]
    [p]
            MSHookFunction(SimpleHouse$postProcess_, (void*) &SimpleHouse$postProcess, (void**) &_SimpleHouse$postProcess);[/p]
    
    [p]        return JNI_VERSION_1_2;
    }[/p]
    [p]

    All you need to do now is load up a NEW world and find a village!

    Results:

    Here is a hut that I made using this code:


    A single, solitary stone block:





    So that's about it! Remember to leave a comment and drop a like!

    Contact me with any Questions/Queries/Concerns at https://twitter.com/DamienMiller11


    And as always,

    Have fun! :)

    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on Editing with Items.meta Now you can add completely custom textures
    Quote from RexzyRey»

    Not trying to spam an old thread but would this be possible to make x32 items? E.I. the items opaque png file. I noticed there are x16 sized item files but there are also x32 sized files. Using the method you explained, would I be able to make items x32?


    Definitely. Just for fun, in 13.0 I rewrote the entire terrain-atlas.tga file so that all the blocks were rendered in HD. But the only problem was that the terrain-atlas was too small for all the textures to be 32x32, so I had to resize the whole atlas from 512x256 to 1024x1024. You can do it like this:

    </div>
    <div>//        minX, minY, maxX, maxY, atlasX, atlasY, textureName</div>
    <div>{"uvs":[0,0,16,16,512,256],"name":"grass","additonal_textures":[]}</div>
    <div>//default grass texture</div>
    <div>{"uvs":[0,0,32,32,512,1024],"name":"grass","additonal_textures":[]}</div>
    <div>//HD grass texture</div>
    <div>

    Hope this helps! :)
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on Help making Mcpe Addons..
    Quote from MrAndyPE»

    #include <jni.h>
    #include <dlfcn.h>
    #include <android/log.h>
    #include <stdlib.h>
    #include "Substrate.h"
     
    class Common {
        virtual std::string getGameVersionString();
    };
    
    std::string (*Common$getGameVersion_real)();
    std::string Common$getGameVersion_hook() {
          return "0.11.0";
    }
    
    JNIEXPORT jint JNI_OnLoad(JavaVM* vm, void* reserved) {
    
          MSHookFunction((void*) &Common::getGameVersionString, (void*) &Common$getGameVersionString_hook, (void**) &Common$getGameVersionString_real);
    
          return JNI_VERSION_1_2;
    }


    Use the above code. Be sure not to include the mcpe.h file as that is very old. You can delete the whole file from the project.

    (by the way MinecraftMuse3, look at the MSHookFunction in the above code. You need to put a (void*) & before the first parameter. Just saying!)


    Sorry, I just wrote that up without testing lol :)
    Posted in: MCPE: Mod / Tool Help & Requests
  • 0

    posted a message on Help making Mcpe Addons..

    This would work as well:

    #include <jni.h>
    #include <dlfcn.h>
    #include <android/log.h>
    #include <stdlib.h>
    #include <mcpe.h>
    #include <Substrate.h>
    
    #define LOG_TAG "versionnamechanger"
    
    #define LOGI(...) ((void)__android_log_print(ANDROID_LOG_INFO, LOG_TAG, __VA_ARGS__))
     
    class Common {
        virtual std::string getGameVersionString();
    };
    
    std::string (*Common$getGameVersion_real)();
    std::string Common$getGameVersion_hook() {
          return "0.11.0";
    }
    
    JNIEXPORT jint JNI_OnLoad(JavaVM* vm, void* reserved) {
    
          MSHookFunction(Common::getGameVersionString, (void*) &Common$getGameVersionString_hook, (void**) &Common$getGameVersionString_real);
    
          LOGI("Hello world!");
          return JNI_VERSION_1_2;
    }

    Posted in: MCPE: Mod / Tool Help & Requests
  • 1

    posted a message on Tinker's Construct PE Addon [WIP] (ITS BACK) NEW Photos, beta coming soon (TAKE A LOOK ITS AMAZING)
    Quote from ShadowMineCore»

    Hm, MCElectricGamer should be back next month and when he is, dunno about competition 😯


    This is an addon! I think that alone will be more than adequate ;)
    Posted in: MCPE: WIP Mods / Tools
  • 3

    posted a message on Tinker's Construct PE Addon [WIP] (ITS BACK) NEW Photos, beta coming soon (TAKE A LOOK ITS AMAZING)

    Hi! I'm minecraftmuse3, and I'm back into modding again! This means that it is finally time to update the Tinker's Construct mod for MCPE. This version will be and addon, and I have already added heaps of cool stuff. Let's get started!


    Current Features




    *Copper Ore

    *Aluminum Ore

    *Tin Ore

    *Copper Gravel Ore

    *Aluminum Gravel Ore

    *Tin Gravel Ore

    *Block of Copper

    *Block of Aluminum

    *Block of Tin

    *Stone Torch

    *Wooden Rails

    *Punji

    *Stencil Table

    *Part Builder




    Did I hear a "Prove it"?. Fine then. Have some screenshots.




    The ore generating naturally:

    All the ores, ore blocks and the stone torch:

    The stone torch's rotations:


    Wooden Rails in action:

    Punji in all their glory:

    The Stencil Table and the Part Builder




    Whats that? You want a beta?



    Sorry, no beta yet ;)


    Hopefully a beta will be released soon :). Goodbye!!

    Posted in: MCPE: WIP Mods / Tools
  • 0

    posted a message on NEW Inferno Reactor Update! - Reactor Revival v2.0 - The Nether Reactor Mod!

    Thanks for bringing back the good memories ;)

    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on I REALLY NEED HELP I JUST GUT AN ERROR!!!😱😱

    Why are you not using

    ModPE.setItem(id, textureName, offset, name, maxStackSize);

    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on Tinker's Construct (NEW POLL PLEASE VOTE NOW!!!) 12.0 support coming! :) - minecraftmuse3

    It's only for 11.0 atm, working on 12.0 support. It's a big mod so its taking AGES and I don't exactly have a lot of time right now :(

    By the way, I HAVE noticed your votes and I'm gonna add Obsidian tools. Would you rather me add them now or after 12.0 support? I'll put up a poll.

    Posted in: MCPE: Mods / Tools
  • 0

    posted a message on Native modding

    You mean Tile modifiers right?

    Posted in: MCPE: Mod / Tool Help & Requests
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