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    posted a message on Looking for a texture artist for a mod.
    Quote from JoNax_97

    Given that you joiner our mod team, I'll be glad to merge your ideas with mines, so, do you think you can post them (a little better explained) in my thread? see you!


    Sure thing, I'll shoot you a PM with my explanations.
    Posted in: Requests / Ideas For Mods
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    posted a message on Survival Overhaul Mod [Not released yet] - We're looking for experienced coders!
    Quote from JoNax_97

    The OP was updated with new ideas, concept and images! Take a look!



    Of course! We need every bit of help! If I manage to get a more experimented code, maybe he can help you learn. Welcome to the team!


    Thanks :)
    Posted in: Requests / Ideas For Mods
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    posted a message on Survival Overhaul Mod [Not released yet] - We're looking for experienced coders!
    If you are still looking for any coders I can help you out with that. I'm an amateur modder though so I can't do complex tasks. I'm willing to learn them though.
    Posted in: Requests / Ideas For Mods
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    posted a message on Looking for a texture artist for a mod.
    Hello everyone,

    I am looking for a texture artist that would help us work on a small compilation of mods. So far it is loosely built, but we will eventually put these mods together into one bigger survival expansion mod for everyone to use. Right now the premise of this mod involves adding new items that will expand upon what we already have in Minecraft. These include:

    -New types of swords created by mixing different materials
    -Upgrade-able armor
    -Survival Kits
    -Tents
    -Campfires
    -Mining light

    This is all we have now but there will be more to come in the future. Right now our goal isn't to make a huge mod but to build a premise for this kind of mod. So far we have two amateur modders (me along with a friend) and are seeking help from any kind of texture artist that would want to gain experience for their skills or can assist us in any way. Please post on this thread or PM me if you're interested.
    Posted in: Requests / Ideas For Mods
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    posted a message on Minefall - a Titanfall inspired mod [Mod Team]
    As a Titanfall player myself I have had the same idea in hoping that a mod like this will be made in Minecraft. I wish I could help, but I can only provide some ideas for the mod and minimal coding skills. This seems very promising though, so I wish you good luck and will be standing by for Minefall.
    Posted in: Requests / Ideas For Mods
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    posted a message on Zooming in with a Bow
    Quote from jackinthebox52

    You need to copy the code from ItemBow.java to get it exaclty right


    Does it have to be exactly from ItemBow.java though? Isn't there some part of the code that I can just take out for it to work? I would of kept it that way but it didn't work out because changing the textures for animations would never seem to work.
    Posted in: Modification Development
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    posted a message on Zooming in with a Bow
    Bump.
    Posted in: Modification Development
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    posted a message on Zooming in with a Bow
    Still looking for a solution.
    Posted in: Modification Development
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    posted a message on Zooming in with a Bow
    I'm having trouble getting my custom bow to work, particularly the zooming in part. Whenever you use a regular bow to pull the string the animation would show along with a small zoom in before making the shot. I want to use that for my custom bow, but it does not work. I used this tutorial to make the bow and adjust its animations:

    http://www.minecraftforum.net/topic/1777382-how-to-make-a-bow-with-animations-forge-152/

    I'm not really sure if cutting off some of the code stated in the tutorial eliminates the possibility of zooming in, but I would like to know if there is a function of some sort that does that. Thanks.
    Posted in: Modification Development
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    posted a message on [HELP][FORGE] Help making a bow, please.
    First of all, you posted this on the wrong forum. I don't know how to do much of the advanced stuff you said up here, but I do know how to change its properties.

    Take a look at this part of your code here:

    EntityArrow entityarrow = new EntityArrow (par2World, par3EntityPlayer, f * 2.0F);


    This part states that a new arrow will be shot out of the bow each time you shoot one out. Most of the properties derive from the class EntityArrow. This being its damage, knockback rate, speed, etc. So whenever you want a custom arrow you'll have to make one of these and do much more.

    However, the EntityArrow class already allows you to set certain properties by this function:

    entityarrow.set_______


    Where the ______ part is what you can set it as. Of course there are limitations as not every aspect of the arrow is put in there. If you're using Eclipse you can type this in and you'll see a whole list of what you can set for the arrow. Here's an example:

    entityarrow.setDamage(3.0D);


    This sets the arrow's damage. In anyone's case you can simply just put any number between the parenthesis. Anything you use to set the arrow's properties will have to go after the "Entity EntityArrow..." part. This is so that once the arrow is created it'll come with these properties immediately. So basically you can use this to set the arrow's properties (as if they had enchantments when shot). I'm not entirely sure if the angle of the arrow can be changed by setting its own angle. There is a function for it but I never really got it to work. There is a possibility that changing its XYZ coordinates can make a modification of the arc, but I'm not too sure. The " f * 2.0F" of the first piece of code I introduced might have something to do with the arc or speed because I remember using this when trying to make throwable entities in the past. If I have time I'll experiment and feedback the results. All in all though if you want to know more about how to modify your arrow you must look at the EntityArrow class. It has everything you need to know about what the arrow can do.
    Posted in: Modification Development
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    posted a message on [FORGE] 1.6.2 Crafting Table with custom grid sizes [updating to 1.6.4] adding videos
    Ah, okay then. I guess it shouldn't be an issue since I was testing it in a small window. Changing that small window into a fullscreen windows creates the minor bug, but I assume that most players won't always have it in a small window and constantly change it to fullscreen now and again. Thanks a lot for the help!
    Posted in: Mapping and Modding Tutorials
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    posted a message on [FORGE] 1.6.2 Crafting Table with custom grid sizes [updating to 1.6.4] adding videos
    Ah, okay. I got to fixing everything from the container class and everything is working well! There is a slight issue though whereas whenever I would shift from windowed mode to fullscreen windowed mode/fullscreen mode the icons are shifted upwards. Once you reopen the bench again it goes back to normal. Is there something that could be fixed with that?
    Posted in: Mapping and Modding Tutorials
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    posted a message on [FORGE] 1.6.2 Crafting Table with custom grid sizes [updating to 1.6.4] adding videos
    When you did your configuration for the 5 x 5 crafting table, did you just edit this part the GUI code to get everything set?

    protected void drawGuiContainerBackgroundLayer(float par1, int par2, int par3)
    {
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    this.mc.renderEngine.bindTexture("/mods/MTJT/textures/gui/Smiths.png");
    int var5 = (this.width - this.xSize) / 2;
    int var6 = (this.height - this.ySize) / 2;
    this.drawTexturedModalRect(var5, var6, 0, 0, this.xSize, this.ySize);
    }

    }
    Posted in: Mapping and Modding Tutorials
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    posted a message on [FORGE] 1.6.2 Crafting Table with custom grid sizes [updating to 1.6.4] adding videos
    I have a customized GUI texture for a 4x4 crafting table. I know I can move the GUI background itself but I can't move the foreground (the items you see in your inventory when you open it and the highlighted boxes). I guess my question would be this: Is it possible to move the foreground at all?



    This is what I am talking about. The highlighted box on the crafting side does not move at all whenever I try to edit the coordinates. I can move the GUI itself, however, if I move it too low the picture of the gui will cut off.
    Posted in: Mapping and Modding Tutorials
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    posted a message on [FORGE] 1.6.2 Crafting Table with custom grid sizes [updating to 1.6.4] adding videos
    Quote from microjunk

    Look in your main class, this line here
    @Mod(modid = mod_GOTW.modid, name = "Mod Name", version = "1.0")

    doesnt match anything I have shown. Some people are soing their mods this way now, but it also makes it a bit more challenging to do GUI stuff because of how most people do their handlers. Look over my code again, it shows you exactly what I am talking about. If your modid does not match your @instance("modid") method, your gui will not open....


    Ah, okay. I got it to work now but the GUI is still messed up. I can't seem to move the x and y coordinates in the foreground layers of the GUI code, but I can move the background freely.
    Posted in: Mapping and Modding Tutorials
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