• 0

    posted a message on [SOLVED] Stairs Don't show correct textures
    Quote from jajo_11

    Stairs normally use the texture of the block you give in the constructor, so in this case Blocks.hardened_clay. If you want to change the texture add this code to your custom stair class:
    ...


    It worked! Thanks a bunch!
    Posted in: Modification Development
  • 0

    posted a message on [SOLVED] Stairs Don't show correct textures
    I am trying to create custom stairs that have custom textures. However, the stairs do not show the correct textures, and instead show the textures of the blocks they are based upon (hardened clay). I am trying to use custom textures, however, all I get is the hardened clay texture.

    Main Block Class (APBlocks.java)
     package com.tehherper.apmod.block;
    
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    
    import com.tehherper.apmod.Base;
    
    import cpw.mods.fml.common.registry.GameRegistry;
    
    public final class APBlocks
    {
     public static Block clayStairs1;
     
     public static final void Init()
     {
     clayStairs1 = new BlockClayStairs(Material.rock, 0).setBlockName("clayStairs1")
     .setHardness(1.25F).setResistance(7.0F).setBlockTextureName(Base.MODID + ":clayStairs1");
     
     
     GameRegistry.registerBlock(clayStairs1, "clayStairs1");
     }
    }
    

    Custom Stairs Class (BlockClayStairs.java)
     package com.tehherper.apmod.block;
    
    import net.minecraft.block.BlockStairs;
    import net.minecraft.block.material.Material;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.init.Blocks;
    
    public class BlockClayStairs extends BlockStairs
    {
     public BlockClayStairs( Material material, int par3)
     {
     super(Blocks.hardened_clay, par3);
     
     this.setLightOpacity(0);
     this.setCreativeTab(CreativeTabs.tabDecorations);
     }
     
     public boolean isOpaqueCube()
     {
     return false;
     }
    }
    

    Any help would be appreciated.
    Posted in: Modification Development
  • 0

    posted a message on [SOLVED] HELP! Armor damage reduction ISpecialArmor
    Found the solution. It was actually this:

     else if( source.getSourceOfDamage() instanceof EntityZombie )
     {
     return new ArmorProperties(1, 1, MathHelper.floor_double(damage * 20D));
     }

    Thanks for helping, regardless.
    Posted in: Modification Development
  • 0

    posted a message on Addiction? What is the longest time you've spent playing Minecraft?
    Quote from Monsterwaffle

    I saw a stream playing Minecraft for a total of 36 FREAKING HOURS STRAIGHT

    Jesus, that person was crazy...


    Some people don't play just play minecraft; they live it.

    I personally have played a max of 3-4 hours.
    Posted in: Discussion
  • 0

    posted a message on Can Hacked Clients Hack You?
    Quote from _Oneiroclept

    Hacked client's don't hack servers, they alter client side things. Enabling X-RAY changes nothing on the server, only on your client. And just because someone can modify a client does not mean that they're going to implant a R.A.T. and steal all of your files.

    I am not really familiar with the hacked clients. Are they JAR's or exe's?
    Posted in: Discussion
  • 0

    posted a message on Armor models
    It's OK. Just PM me or something. I understand your position, as I too have only started modding.
    Posted in: Modification Development
  • 0

    posted a message on Armor models
    So did you run it to check if it worked or not?

    Anyway,

    1. Make sure that the texture name and directory names match the ones in your code, even if its lower or upper case.

    2. Did you add the file extensions in your code?

     
    "textures/models/armor/armormodelmain";
    and
     "textures/models/armor/armormodel"

    should be changed to this:

     
    "textures/models/armor/armormodelmain.png";
    and
     "textures/models/armor/armormodel.png";

    3. Did you change the "placement" in
     public DOArmor(ArmorMaterial material, int id, int placement)
    to slot? It may help, but I'm not sure.
     public DOArmor(ArmorMaterial material, int id, int slot)

    Other than that, I can't really help you unless you send me a zip file of your source code via dropbox, etc. to me, or post the class where you registered your items, as well as your commonProxy file.

    Good Luck!
    Posted in: Modification Development
  • 0

    posted a message on Armor models
    Yes, you must change your current assets/MODID directory to match the MODID in your tutorialModMain class, and in that class, you must change the string value of MODID to have only lower case letters. This is very important because there will be complications with other parts of the mod later on. You must also refresh your eclipse directory by going to the left-hand navigator, clicking on the outermost directory, and hitting "f5" to refresh so that eclipse will detect any new files you insert into the folders.
    Posted in: Modification Development
  • 0

    posted a message on Armor models
    what did you set your MODID as? you should use lowercase letters only

    Anyway, the directory would be in src/assets/textures/models/armor/armormodel
    Posted in: Modification Development
  • 0

    posted a message on Ever notice this?
    Quote from thebaum64
    I have never noticed this.. How did you find this out exactly?

    It was by accident, I guess.
    Posted in: Discussion
  • 0

    posted a message on Can Hacked Clients Hack You?
    I would think so; if hacked clients can hack servers, why wouldn't they be able to hack your computer? Especially if your antivirus thinks that it's clean, and you willingly ran the program yourself. That's quite a risk, but those are just my two cents.
    Posted in: Discussion
  • 0

    posted a message on Armor models
    public DOArmor(ArmorMaterial material, int id, int placement)

    maybe you could try changing the int "placement" to int slot and also add the String name.

    public DOArmor(ArmorMaterial material, int id, int slot)

    because usually it is not "placement" but "slot"
    Posted in: Modification Development
  • 0

    posted a message on Armor models
    I think you forgot "else if" and also @Override

    Try this:

     
    @Override
    
    public String getArmorTexture(ItemStack stack, EntityLiving entity, int slot, String type){
    
    if(stack.getItem() == TutorialModMain.DOHelmet || stack.getItem() == TutorialModMain.DOChest || stack.getItem() == TutorialModMain.DOBoots){
    return TutorialModMain.MODID + ":" + "textures/models/armor/armormodelmain";
    }
    else if(stack.getItem() == TutorialModMain.DOLeggings){
    return TutorialModMain.MODID + ":" + "textures/models/armor/armormodel";
    }
    Posted in: Modification Development
  • 3

    posted a message on Ever notice this?
    I don't know if anyone has ever discovered this, but if you right click on a creeper with flint and steel, they will stay in place and blow up, as if it were against their will.

    (As of 1.7.2 and the 1.8 snapshots)
    Posted in: Discussion
  • 0

    posted a message on [SOLVED] HELP! Armor damage reduction ISpecialArmor
    I tried it out but it says in eclipse that "source" cannot be resolved to a type. Thanks for help anyway, and I would appreciate if you could reply to this.
    Posted in: Modification Development
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