Hey, Flygon! MCE! I just managed to update my mod successfully to 1.6.1! Partly...
The textures for my blocks and items all appear as the black and purple thing, and the tooltips from them appear as, for example, tile.smileyOre.name.
Now how do I do the textures right?
I got it to do this yesterday, lol. And I have no idea how to get the textures to work. Still. ='(
Would you mind doing a tutorial on mobs for 1.5.2? There don't seem to be any good ones
I have a butt load of working 1.5.2 mobs. When I get a chance, I will post a quick tutorial on it. Probably wont be until tomorrow though, if you can be patient
@EventHandler
public void load(FMLInitializationEvent event){
// define items
chain = new ChainPiece(3001).setUnlocalizedName("chainpiece").func_111206_d("chainpiece"); what did I do wrong(its an error at the func_bla)
It doesnt work because the method is not public, its abstract
It doesnt work because the what is not what, its what
Can you give me a clear example on how it should look
func_111206 is from a method that's protected in your Item.java. Since it's protected, you can't use it. If it was public, you could.
I honestly don't think there's a way to get textures in mods right now for 1.6.1 for Forge. I could be wrong, though, cause I haven't tried it in a few days. Anybody have any news on the texture stuff?
when i was recompiling i got this error i dont know how to fix it
== MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) ==
"scalac" is not found on the PATH. Scala files will not be recompiled
FATAL ERROR
Traceback (most recent call last):
File "runtime\recompile.py", line 29, in recompile
commands = Commands(conffile, verify=True)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 202, in __init__
self.readcommands(verify, no_patch=no_patch)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 292, in readcommands
error=False)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 211, in checkcommand
output = output.splitlines()[0]
IndexError: list index out of range
Press any key to continue . . .
when i was recompiling i got this error i dont know how to fix it
== MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) ==
"scalac" is not found on the PATH. Scala files will not be recompiled
FATAL ERROR
Traceback (most recent call last):
File "runtime\recompile.py", line 29, in recompile
commands = Commands(conffile, verify=True)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 202, in __init__
self.readcommands(verify, no_patch=no_patch)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 292, in readcommands
error=False)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 211, in checkcommand
output = output.splitlines()[0]
IndexError: list index out of range
Press any key to continue . . .
i don't know much of python, but judging from the line "File "runtime\recompile.py", line 29, in recompile
commands = Commands(conffile, verify=True)" that u have to change stuff in the file, since there's errors....
It's like decompiling for modloader...if u've seen it before, for 1.6.1... in some of the modloader class files, there's errors and the tutorials i've seen show what to change some lines to for it to work. I'm assuming by that line and a few others, it's something like the modloader. There's errors and you have to fix them your self, or wait for another update....
Now i could be wrong, and again, i said i'm not very good at python, and it could be another reason why it's not working, but that's what i think it might be...
func_111206 is from a method that's protected in your Item.java. Since it's protected, you can't use it. If it was public, you could.
I honestly don't think there's a way to get textures in mods right now for 1.6.1 for Forge. I could be wrong, though, cause I haven't tried it in a few days. Anybody have any news on the texture stuff?
i got my textures to work...except the tools....but i got my normal items and blocks (includes fences that use the birch wood and stuff)
i got my textures to work...except the tools....but i got my normal items and blocks (includes fences that use the birch wood and stuff)
Oh, you did?? How?? Was it something we were overlooking or something released in a new Forge update?? I need to know, because unlike your mod, my mod needs pictures, lolol
Oh, you did?? How?? Was it something we were overlooking or something released in a new Forge update?? I need to know, because unlike your mod, my mod needs pictures, lolol
so in the minecraft folder of "src" make a new folder called "assets" In side that make a new folder what ur modid name is. (If you don't remember, go in eclipse and scroll to the near top and right above the "pulic static MyBaseClass extends BasMod" it should say "modid". Name that one fodler that, NO uppercase letters. "_" are allowed. (So my mod is mod_MoreBlocks, and in that assets folder it's called "mod_moreblocks") Now i made a folder called textures then blocks and items.
In the block class put this in -
public void registerIcons(IconRegister reg)
{
this.blockIcon = reg.registerIcon("mod_MoreBlocks:Cement");
}
replace "mod_MoreBlocks" with ur mod and "Cement" with ur block texture name.
for items do -
public void registerIcons(IconRegister reg) {
this.itemIcon = reg.registerIcon("mod_MoreBlocks:BirchStick");
}
again, for "mod_MoreBlocks" to urs, and "BirchStick" to urs.
That's how i got my textures to work! (Except tools since they don't have their own class)
If you have a torch, put this in the "WhatEverTorch = new blah blah" -
.func_111022_d("mod_MoreBlocks:WillowTorch")
just change it to ur stuffs
if u want fences that use a in game texture (like stone or birch wood) just say so!
I used forge 775 for this...
I got it to do this yesterday, lol. And I have no idea how to get the textures to work. Still. ='(
I'm also known as TANNAR in some places.
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Curse Premiumforge or modloader?
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Curse PremiumI have a butt load of working 1.5.2 mobs. When I get a chance, I will post a quick tutorial on it. Probably wont be until tomorrow though, if you can be patient
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Curse Premiumi made a mod too, a while ago
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Curse Premiumok take ur mod out of the src
get the src for forge, (i think the latest is 771 or something)
remember MCP (Minecraft Coder Pack)? Well geuss what! You don't need it! forge comes with it
so that folder of mcp, delete it (take out the worlds if you want)
now, extract forge src .zip somewhere and you'll see a folder called "forge". In that, run install.bat
then it makes a folder in the "forge" folder called "mcp" go into that, then "src" then "minecraft" and put ur mod back in!
if you need help with texturing, just say so...
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Curse PremiumAlright, here it is: http://www.minecraftforum.net/topic/1881795-152forge-general-tutorials/
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Curse Premiumi don't think he'll stop..
i hope he doesn't...
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It doesnt work because the method is not public, its abstract
My modding project, just credit me and let me know if you borrow my code: https://github.com/FinalKill9175/WSBIM-NEW/
func_111206 is from a method that's protected in your Item.java. Since it's protected, you can't use it. If it was public, you could.
I honestly don't think there's a way to get textures in mods right now for 1.6.1 for Forge. I could be wrong, though, cause I haven't tried it in a few days. Anybody have any news on the texture stuff?
I'm also known as TANNAR in some places.
== MCP 7.51 (data: 7.51, client: 1.5.2, server: 1.5.2) ==
"scalac" is not found on the PATH. Scala files will not be recompiled
FATAL ERROR
Traceback (most recent call last):
File "runtime\recompile.py", line 29, in recompile
commands = Commands(conffile, verify=True)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 202, in __init__
self.readcommands(verify, no_patch=no_patch)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 292, in readcommands
error=False)
File "C:\Documents and Settings\Tanzina\Desktop\Copy of MidNightMod\runtime\co
mmands.py", line 211, in checkcommand
output = output.splitlines()[0]
IndexError: list index out of range
Press any key to continue . . .
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Curse Premiumi don't know much of python, but judging from the line "File "runtime\recompile.py", line 29, in recompile
commands = Commands(conffile, verify=True)" that u have to change stuff in the file, since there's errors....
It's like decompiling for modloader...if u've seen it before, for 1.6.1... in some of the modloader class files, there's errors and the tutorials i've seen show what to change some lines to for it to work. I'm assuming by that line and a few others, it's something like the modloader. There's errors and you have to fix them your self, or wait for another update....
Now i could be wrong, and again, i said i'm not very good at python, and it could be another reason why it's not working, but that's what i think it might be...
i got my textures to work...except the tools....but i got my normal items and blocks (includes fences that use the birch wood and stuff)
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
Oh, you did?? How?? Was it something we were overlooking or something released in a new Forge update?? I need to know, because unlike your mod, my mod needs pictures, lolol
I'm also known as TANNAR in some places.
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Curse Premiumso in the minecraft folder of "src" make a new folder called "assets" In side that make a new folder what ur modid name is. (If you don't remember, go in eclipse and scroll to the near top and right above the "pulic static MyBaseClass extends BasMod" it should say "modid". Name that one fodler that, NO uppercase letters. "_" are allowed. (So my mod is mod_MoreBlocks, and in that assets folder it's called "mod_moreblocks") Now i made a folder called textures then blocks and items.
In the block class put this in -
public void registerIcons(IconRegister reg) { this.blockIcon = reg.registerIcon("mod_MoreBlocks:Cement"); }replace "mod_MoreBlocks" with ur mod and "Cement" with ur block texture name.
for items do -
public void registerIcons(IconRegister reg) { this.itemIcon = reg.registerIcon("mod_MoreBlocks:BirchStick"); }again, for "mod_MoreBlocks" to urs, and "BirchStick" to urs.
That's how i got my textures to work! (Except tools since they don't have their own class)
If you have a torch, put this in the "WhatEverTorch = new blah blah" -
.func_111022_d("mod_MoreBlocks:WillowTorch")just change it to ur stuffs
if u want fences that use a in game texture (like stone or birch wood) just say so!
I used forge 775 for this...
+1 if this helped!!
Help modders out by contributing to the Forge Ore Dictionary List! http://mce626.wix.com/odnlist
Ah-ha! Thanks, man! I'll do this first chance I get!
I'm also known as TANNAR in some places.
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Curse PremiumDo this:
I'm also known as TANNAR in some places.
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