I am sorry if this is a very stupid question but what exactly do I do with the code in the tutorials. Where am I supposed to save the file or paste the code to?
To make thing's a bit clearer for you I recommend these tutorials, they are short and to the point.
They should help you set up everything and get into programming, java and modding http://thenewboston.org/list.php?cat=31
I actually already know of Bucky and have watched tons of his tutorials on programming . I know of his Java tutorials and have seen the first few ones although I still don't see how that answers my question. He never teaches anything regarding Minecraft. And I am not asking for help on the language it self but on how to start modding in Minecraft. I have MCP and Forge properly set up (I think) but I don't know where to go from there :(.
I actually already know of Bucky and have watched tons of his tutorials on programming . I know of his Java tutorials and have seen the first few ones although I still don't see how that answers my question. He never teaches anything regarding Minecraft. And I am not asking for help on the language it self but on how to start modding in Minecraft. I have MCP and Forge properly set up (I think) but I don't know where to go from there .
I have MCP and Forge properly set up (I think) but I don't know where to go from there .
Well from what you said it seemed like you had no idea how to beging or where to write it at all
if you have MCP and forge setup then open Eclipse to the mcp/eclipse folder and start with the basic mod file, it can be named ANYTHING you want, as long as you have the @mod annotation.
Start by reading this before anything else, it will give you an simple introduction to all the basic files you need to get started after launching eclipse to the workspace
ive been looking around but i cant seem to find anything :/
The problem here is knowing what you want to find, if you are looking for something like:
public boolean DidItemUseHitSomethingWithinDistance(int maxDistance) // returns true if it did.
then sorry nope.
If you wonder if there are some ways to do it then, sure there are.
The part of programming something is INVENTING the logic for it.
So you have some parts and you want to create something, well break down the problem and logically look at what ya need to do this.
If I do this for you're problem well lets see:
1. I need to do something when an Item is used.
2. When it's used I need to see if the player is aiming at something.
3. If he is, I want to check if it's within range.
Okay well that sounds simple, just find out what he is targeting and check it's location compared to the player's location.
That's all ya need to do
I am sorry if this is a very stupid question but what exactly do I do with the code in the tutorials. Where am I supposed to save the file or paste the code to?
You are supposed to follow along with the tutorial and see how things work...
To make thing's a bit clearer for you I recommend these tutorials, they are short and to the point.
They should help you set up everything and get into programming, java and modding http://thenewboston....list.php?cat=31
I actually already know of Bucky and have watched tons of his tutorials on programming . I know of his Java tutorials and have seen the first few ones although I still don't see how that answers my question. He never teaches anything regarding Minecraft. And I am not asking for help on the language it self but on how to start modding in Minecraft. I have MCP and Forge properly set up (I think) but I don't know where to go from there .
Watching Buckys tutorials are good just for learning java syntax. He doesnt teach you anything about Minecraft. Now since you know at least the basics of java, watch tomtomg99's tutorials: http://www.minecraft...aking-requests/ . Hope this helps .
Im not complaining but was it really necessary to post a set of tutorials for MC when you are on a topic that has tutorials for MC?
Well from what you said it seemed like you had no idea how to beging or where to write it at all
if you have MCP and forge setup then open Eclipse to the mcp/eclipse folder and start with the basic mod file, it can be named ANYTHING you want, as long as you have the @mod annotation.
Start by reading this before anything else, it will give you an simple introduction to all the basic files you need to get started after launching eclipse to the workspace
Good Luck!
The problem here is knowing what you want to find, if you are looking for something like:
public boolean DidItemUseHitSomethingWithinDistance(int maxDistance) // returns true if it did.
then sorry nope.
If you wonder if there are some ways to do it then, sure there are.
The part of programming something is INVENTING the logic for it.
So you have some parts and you want to create something, well break down the problem and logically look at what ya need to do this.
If I do this for you're problem well lets see:
1. I need to do something when an Item is used.
2. When it's used I need to see if the player is aiming at something.
3. If he is, I want to check if it's within range.
Okay well that sounds simple, just find out what he is targeting and check it's location compared to the player's location.
That's all ya need to do
Added a custom rendering tutorial for blocks, following the TileEntitySpecialRenderer and IItemRenderer method. Enjoy and sorry for the delay IRL problems
gaaahhh im getting reallly mad cause ive been trying to fix the entity and the sound that the item makes when rightclicked everything works exept then firebolt it doesnt appear and everything is called and no sound is playing, i can see when the firebolt crashes since it explodes. the sound file is in assets/modid/sound
@ ralphyrafa:
Use spoiler tags on such huge chunks of code mate, else the thread get's unreadable really fast!
You're problem doesn't seem to be directly with the code in these tutorials and while the author may be able to help you, this thread isn't the best place for modding help. Besides on the forge forums there's a subforum dedicated to solving problems such as your's which is filled with people who knows modding with forge! So by going to: http://www.minecraftforge.net/forum/index.php/board,73.0.html
And asking the same question you are MUCH MUCH more likely to get help faster as Asyncronous is only one person while that board has hundreds of users.
I don't mean to be rude by saying this, I just wish for ya to get the help you need faster and to let the thread stay on topic so the author can spend time on other things, such as writing the next set of tutorials
@ ralphyrafa:
Use spoiler tags on such huge chunks of code mate, else the thread get's unreadable really fast!
You're problem doesn't seem to be directly with the code in these tutorials and while the author may be able to help you, this thread isn't the best place for modding help. Besides on the forge forums there's a subforum dedicated to solving problems such as your's which is filled with people who knows modding with forge! So by going to: http://www.minecraft...board,73.0.html
And asking the same question you are MUCH MUCH more likely to get help faster as Asyncronous is only one person while that board has hundreds of users.
I don't mean to be rude by saying this, I just wish for ya to get the help you need faster and to let the thread stay on topic so the author can spend time on other things, such as writing the next set of tutorials
There have been mentioned at #minecraftforge that it does not render anything without the texture, although the model is placed.
I'm not sure if this is just a problem with some builds or not, but several people said they had that problem when working with models.
For me it did place the purple and black texture, so dunno.
In any case it should place the model there, so some hitbox for the block should be visible when you look directly at it.
so @MCE626:
If it's not working and you want help, it would be useful to see the code used
To make thing's a bit clearer for you I recommend these tutorials, they are short and to the point.
They should help you set up everything and get into programming, java and modding
http://thenewboston.org/list.php?cat=31
-
View User Profile
-
View Posts
-
Send Message
ModeratorWatching Buckys tutorials are good just for learning java syntax. He doesnt teach you anything about Minecraft. Now since you know at least the basics of java, watch tomtomg99's tutorials: http://www.minecraftforum.net/topic/1704553-forgesmp25-tutorialssrc-code-minecraft-forge-tutorials-152latest-custom-mob-spawn-eggtaking-requests/ . Hope this helps
Mapping and Modding rules | Global rules | MCFStaff Youtube channel
Follow @I_Mod_Minecraft
ive been looking around but i cant seem to find anything :/
Well from what you said it seemed like you had no idea how to beging or where to write it at all
if you have MCP and forge setup then open Eclipse to the mcp/eclipse folder and start with the basic mod file, it can be named ANYTHING you want, as long as you have the @mod annotation.
Start by reading this before anything else, it will give you an simple introduction to all the basic files you need to get started after launching eclipse to the workspace
Good Luck!
The problem here is knowing what you want to find, if you are looking for something like:
public boolean DidItemUseHitSomethingWithinDistance(int maxDistance) // returns true if it did.
then sorry nope.
If you wonder if there are some ways to do it then, sure there are.
The part of programming something is INVENTING the logic for it.
So you have some parts and you want to create something, well break down the problem and logically look at what ya need to do this.
If I do this for you're problem well lets see:
1. I need to do something when an Item is used.
2. When it's used I need to see if the player is aiming at something.
3. If he is, I want to check if it's within range.
Okay well that sounds simple, just find out what he is targeting and check it's location compared to the player's location.
That's all ya need to do
You are supposed to follow along with the tutorial and see how things work...
Thank you
Follow along with these tutorials....
Im not complaining but was it really necessary to post a set of tutorials for MC when you are on a topic that has tutorials for MC?
Again thank you XD
here is item wand that throws firebolt
package medieval; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.enchantment.Enchantment; import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityArrow; import net.minecraft.entity.projectile.EntitySnowball; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; import net.minecraft.world.World; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.entity.player.ArrowLooseEvent; public class Fire_Wand extends medievalitemsword { public Fire_Wand(int ItemID, medievalweaponproperties material) { super(ItemID, material); } @Override public ItemStack onItemRightClick(ItemStack par1ItemStack, World par2WorldObject,EntityPlayer par3EntityPlayer) { if(par3EntityPlayer.capabilities.isCreativeMode||par3EntityPlayer.inventory.consumeInventoryItem(Item.redstone.itemID)) { par2WorldObject.playSoundAtEntity(par3EntityPlayer, "medieval:fireball1", 2.0F, 0.4F / (itemRand.nextFloat() * 0.4F + 0.8F)); if (!par2WorldObject.isRemote) { par2WorldObject.spawnEntityInWorld(new medievalfirebolt(par2WorldObject, par3EntityPlayer)); } } return par1ItemStack; } public void registerIcons(IconRegister reg) { this.itemIcon = reg.registerIcon("medieval:firewand"); } public boolean hasEffect(ItemStack par1ItemStack) { return true; } }here is firebolt entity
package medieval; import cpw.mods.fml.client.registry.RenderingRegistry; import cpw.mods.fml.common.registry.GameRegistry; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import medieval.blocks.ores.BlockSapphireOre; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.entity.Entity; import net.minecraft.entity.EntityLiving; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.projectile.EntityThrowable; import net.minecraft.nbt.NBTTagCompound; import net.minecraft.util.Icon; import net.minecraft.util.MovingObjectPosition; import net.minecraft.world.World; public class medievalfirebolt extends EntityThrowable { private static final float explosionRadius = 1.0F; private static final double speed = 1; public medievalfirebolt(World par1World) { super(par1World); } public medievalfirebolt(World par1World, EntityPlayer par3EntityPlayer) { super(par1World, par3EntityPlayer); } public medievalfirebolt(World par1World, double par2, double par4, double par6) { super(par1World, par2, par4, par6); } @Override protected void onImpact(MovingObjectPosition movingobjectposition) { this.worldObj.createExplosion(this, this.posX, this.posY, this.posZ, (float)this.explosionRadius, true); this.setDead(); } @Override protected float getGravityVelocity() { return 0; } { this.motionX*=speed; this.motionY*=speed; this.motionZ*=speed; } }here is the sound of firebolt
package medieval; import net.minecraftforge.client.event.sound.SoundEvent; import net.minecraftforge.client.event.sound.SoundLoadEvent; import net.minecraftforge.common.MinecraftForge; import net.minecraftforge.event.ForgeSubscribe; public class fireballsound { @ForgeSubscribe public void onSound(SoundLoadEvent event) { event.manager.addSound("medieval:fireball1.wav"); } }and here is the firebolt render
package medieval; import net.minecraft.client.renderer.EntityRenderer; import net.minecraft.client.renderer.Tessellator; import net.minecraft.client.renderer.entity.Render; import net.minecraft.client.resources.ResourceLocation; import net.minecraft.entity.Entity; import org.lwjgl.opengl.GL11; public class Fireboltrender extends Render { public Fireboltrender() { } @Override public void doRender(Entity entity, double d, double d1, double d2, float yaw, float partialTicks) { GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); GL11.glEnable(32826); GL11.glScalef(0.5F, 0.5F, 0.5F); loadTexture("/textures/items/fireball.png"); Tessellator tessellator = Tessellator.instance; float f2 = (float)((field_20003_a % 16) * 16 + 0) / 16F; float f3 = (float)((field_20003_a % 16) * 16 + 16) / 16F; float f4 = (float)((field_20003_a / 16) * 16 + 0) / 16F; float f5 = (float)((field_20003_a / 16) * 16 + 16) / 16F; float f6 = 1.0F; float f7 = 0.5F; float f8 = 0.25F; tessellator.startDrawingQuads(); tessellator.setNormal(0.0F, 1.0F, 0.0F); tessellator.addVertexWithUV(0.0F - f7, 0.0F - f8, 0.0D, f2, f5); tessellator.addVertexWithUV(f6 - f7, 0.0F - f8, 0.0D, f3, f5); tessellator.addVertexWithUV(f6 - f7, 1.0F - f8, 0.0D, f3, f4); tessellator.addVertexWithUV(0.0F - f7, 1.0F - f8, 0.0D, f2, f4); tessellator.draw(); GL11.glDisable(32826); GL11.glPopMatrix(); } private void loadTexture(String string) { } int i; private int field_20003_a = i; @Override protected ResourceLocation func_110775_a(Entity entity) { return null; } }and if needed here is the firebolt item
package medieval.items.etc; import java.util.Random; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.item.Item; import medieval.Medieval; public class Firebolt extends Item { public Firebolt(int i) { super(i); this.setCreativeTab(Medieval.medievaltab); maxStackSize = 64; } public void registerIcons(IconRegister reg) { this.itemIcon = reg.registerIcon("medieval:fireball"); } public String Version() { return "1.6.2"; } }i just want to finish
Use spoiler tags on such huge chunks of code mate, else the thread get's unreadable really fast!
You're problem doesn't seem to be directly with the code in these tutorials and while the author may be able to help you, this thread isn't the best place for modding help. Besides on the forge forums there's a subforum dedicated to solving problems such as your's which is filled with people who knows modding with forge! So by going to: http://www.minecraftforge.net/forum/index.php/board,73.0.html
And asking the same question you are MUCH MUCH more likely to get help faster as Asyncronous is only one person while that board has hundreds of users.
I don't mean to be rude by saying this, I just wish for ya to get the help you need faster and to let the thread stay on topic so the author can spend time on other things, such as writing the next set of tutorials
ok ill post there and ty
How would someone that is interested find your github page? I can't go anywhere else after I follow your links.
https://github.com/Asyncronous
Click repositories -> select the one you want.
I guess in this case it's this one: https://github.com/Asyncronous/FloralExpansion2
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumi put in exactly what was there... i even made the new barrel block....
But when i place it down, it places it like a normal cube block.... and i don't have the texture for it...
If you don't have the texture, will it still place it in the custom shape, but just with that purple and black thing?
Also, i did try to do this with my own stuff, but it didn't work, so the i copied everything exactly...
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
Since there is no texture for it, it should render the model but not the texture...
I'm not sure if this is just a problem with some builds or not, but several people said they had that problem when working with models.
For me it did place the purple and black texture, so dunno.
In any case it should place the model there, so some hitbox for the block should be visible when you look directly at it.
so @MCE626:
If it's not working and you want help, it would be useful to see the code used
-
View User Profile
-
View Posts
-
Send Message
Curse Premiumit was the same as hers
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist