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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    Quote from Pop312»
    For the version of this mod, I thought it was discountinued. I'm glad to have found it. Sure hope you do it good :lol:

    I'll probably never just up and discontinue it. I'll try to get updates out more often ;)
    Posted in: WIP Mods
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    The Across The Narrow Sea update has been released(better late than never).

    The update adds in the continent of Essos, which is located Across the Narrow Sea, Bannermarchers, NPCs with capes and shields, Marbrand,Manderly,Tarly,Mallister,Dayne and Clegane soldiers, Several new cultures, History books, Several redesigned armors and biomes, Sellswords, Raidings and plenty more.

    As for getting to Essos, you'll need to head over to the Crownlands and find an Essosi Sailor and give him a Small Pouch of Gold Coins(look here for a guide on how to get it: http://game-of-thrones-minecraftmod.wikia.com/wiki/Currency)

    And yes there is now a wiki for the mod, in a VERY WIP state, but it's still there: http://game-of-thrones-minecraftmod.wikia.com/wiki/Game_of_Thrones_Minecraftmod_Wiki

    This update took me a really long time to make, and i hope you guys enjoy it.

    Download it here: https://www.mediafire.com/?qbcou58kub1ogbl



    Posted in: WIP Mods
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    Quote from Davey15»
    hee man this is awesome but i have a question, are there castels in this mod like the whole map of game of thrones with all the things?? or do you need to built it yourself?? (sorry for bad english)

    For the first part of you're question: Please read the F.A.Q before you post. I have already answered this question in the Frequently Asked Questions.

    • Q.Can you add Winterfell,King's Landing or Highgarden or any city from ASOIAF?
    • A. This will be added much later on in development.

    For the second part: It is possible to build it yourself, but it would take time.
    Posted in: WIP Mods
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    posted a message on [1.6.4]Mob render issue(Solved)
    Bump, kinda needing a solution :I
    Posted in: Modification Development
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    posted a message on [1.6.4]Mob render issue(Solved)
    Quote from SSslimer»
    Problem is only with helmet texture or with model too?

    The helmet works fine, it's a problem with the model, all the other parts of the body look fine but the issue seems to only be present with the head, leading me to believe it's an issue involving the headwear texture space that's causing it.

    (Edit: the legs also appear to have some texture issues, so it appears to be a general entire texture issue rather than the head)
    Posted in: Modification Development
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    posted a message on [1.6.4]Mob render issue(Solved)
    It has been solved.
    Hello there, Japanga the main developer of the "Game of Thrones Mod: Winter is Coming to Minecraft" Mod here, i've encountered an issue with my mod.

    I'm attempting to make a biped NPC that utilizes a custom biped model but can still have weapons and armor rendered on it, simple right? Well almost everything is going perfect except for a rather apparent texture bug that occurs with the head(pictures below)





    Does anyone quite know how to fix this? Here's my code if anyone is needing to look at it to help pinpoint the issue:

    ModelCapeBiped:

    // Date: 10/29/2014 12:17:10 PM
    // Template version 1.1
    // Java generated by Techne
    // Keep in mind that you still need to fill in some blanks
    // - ZeuX






    package gameofthrones.entity;

    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.model.ModelBiped;
    import net.minecraft.client.model.ModelRenderer;
    import net.minecraft.entity.Entity;
    import net.minecraft.util.MathHelper;

    public class ModelCapeBiped extends ModelBiped
    {


    ModelRenderer head;
    ModelRenderer body;
    ModelRenderer rightarm;
    ModelRenderer leftarm;
    ModelRenderer rightleg;
    ModelRenderer leftleg;
    ModelRenderer cloak;

    public boolean isSneak;

    /** Records whether the model should be rendered aiming a bow. */
    public boolean aimedBow;

    public ModelCapeBiped()
    {
    textureWidth = 64;
    textureHeight = 64;

    head = new ModelRenderer(this, 0, 0);
    head.addBox(-4F, -8F, -4F, 8, 8, 8);
    head.setRotationPoint(0F, 0F, 0F);
    head.setTextureSize(64, 64);
    head.mirror = true;
    setRotation(head, 0F, 0F, 0F);
    body = new ModelRenderer(this, 16, 16);
    body.addBox(-4F, 0F, -2F, 8, 12, 4);
    body.setRotationPoint(0F, 0F, 0F);
    body.setTextureSize(64, 64);
    body.mirror = true;
    setRotation(body, 0F, 0F, 0F);
    rightarm = new ModelRenderer(this, 40, 16);
    rightarm.addBox(-3F, -2F, -2F, 4, 12, 4);
    rightarm.setRotationPoint(-5F, 2F, 0F);
    rightarm.setTextureSize(64, 64);
    rightarm.mirror = true;
    setRotation(rightarm, 0F, 0F, 0F);
    leftarm = new ModelRenderer(this, 40, 16);
    leftarm.addBox(-1F, -2F, -2F, 4, 12, 4);
    leftarm.setRotationPoint(5F, 2F, 0F);
    leftarm.setTextureSize(64, 64);
    leftarm.mirror = true;
    setRotation(leftarm, 0F, 0F, 0F);
    rightleg = new ModelRenderer(this, 0, 16);
    rightleg.addBox(-2F, 0F, -2F, 4, 12, 4);
    rightleg.setRotationPoint(-2F, 12F, 0F);
    rightleg.setTextureSize(64, 64);
    rightleg.mirror = true;
    setRotation(rightleg, 0F, 0F, 0F);
    leftleg = new ModelRenderer(this, 0, 16);
    leftleg.addBox(-2F, 0F, -2F, 4, 12, 4);
    leftleg.setRotationPoint(2F, 12F, 0F);
    leftleg.setTextureSize(64, 64);
    leftleg.mirror = true;
    setRotation(leftleg, 0F, 0F, 0F);
    cloak = new ModelRenderer(this, 0, 34);
    cloak.addBox(0F, 0F, 0F, 12, 21, 1);
    cloak.setRotationPoint(-6F, 0F, 2F);
    cloak.setTextureSize(64, 64);
    cloak.mirror = true;
    setRotation(cloak, 0.1487144F, 0F, 0F);
    }

    @Override
    public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
    {
    super.render(entity, f, f1, f2, f3, f4, f5);
    setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    head.render(f5);
    body.render(f5);
    rightarm.render(f5);
    leftarm.render(f5);
    rightleg.render(f5);
    leftleg.render(f5);
    cloak.render(f5);

    }

    private void setRotation(ModelRenderer model, float x, float y, float z)
    {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
    }

    @Override
    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
    {
    super.setRotationAngles(par1, par2, par3, par4, par5, par6, par7Entity);
    this.head.rotateAngleY = par4 / (180F / (float)Math.PI);
    this.head.rotateAngleX = par5 / (180F / (float)Math.PI);
    this.rightarm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 2.0F * par2 * 0.5F;
    this.leftarm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
    this.rightarm.rotateAngleZ = 0.0F;
    this.leftarm.rotateAngleZ = 0.0F;
    this.rightleg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
    this.leftleg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
    this.rightleg.rotateAngleY = 0.0F;
    this.leftleg.rotateAngleY = 0.0F;

    if (this.heldItemLeft != 0)
    {
    this.leftarm.rotateAngleX = this.leftarm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
    }

    if (this.heldItemRight != 0)
    {
    this.rightarm.rotateAngleX = this.rightarm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
    }

    }

    }



    RenderGoldcloak:

    package gameofthrones.entity;



    import org.lwjgl.opengl.GL11;



    import net.minecraft.client.model.ModelBase;

    import net.minecraft.client.model.ModelBiped;

    import net.minecraft.client.renderer.entity.RenderBiped;

    import net.minecraft.client.renderer.entity.RenderLiving;

    import net.minecraft.entity.Entity;

    import net.minecraft.entity.EntityLiving;

    import net.minecraft.entity.EntityLivingBase;

    import net.minecraft.item.Item;

    import net.minecraft.item.ItemArmor;

    import net.minecraft.item.ItemStack;

    import net.minecraft.util.ResourceLocation;

    import cpw.mods.fml.relauncher.Side;

    import cpw.mods.fml.relauncher.SideOnly;



    @SideOnly(Side.CLIENT)

    public class RenderGoldCloak extends RenderBiped

    {

    privatestaticfinal ResourceLocation Your_Texture = new ResourceLocation("got:textures/entity/GoldCloak.png"); //refers to:assets/yourmod/textures/entity/yourtexture.png



    public RenderGoldCloak(ModelCapeBiped par1ModelBase, float par2)

    {

    super(par1ModelBase, par2);

    }



    protected ResourceLocation getEntityTexture(Entity par1Entity)

    {

    returnYour_Texture;

    }



    @Override

    protected ResourceLocation func_110775_a(Entity entity) {

    // TODO Auto-generated method stub

    returnYour_Texture;

    }

    }



    Thank you for you're time and if you know a solution please let me know.
    Posted in: Modification Development
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    Quote from Blfngl»
    Nice mod dude! You've come a long way from where you started, impressive work :)

    Thanks man! :D
    Posted in: WIP Mods
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    posted a message on The Fallout Mod - | Guns | Mobs | Foods | Chems | Booze | 200,000 DOWNLOADS AND COUNTING!
    Welcome back to the modding world, blfngl! Glad to see you've come back
    Posted in: Minecraft Mods
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    They are there. It just takes time to find them since some are quite rare, Also specific biomes don't have certain structures
    Posted in: WIP Mods
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    Due to getting aggravated of the same questions being asked again and again, i have added an F.A.Q to the page. Please for the love of god read the F.A.Q before you post here, thank you.
    Posted in: WIP Mods
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    Lannisters are OP atm? Could you explain a bit so i could fix it?
    Cities like Winterfell,Highgarden,King's Landing ect. will be added later on in development.
    Posted in: WIP Mods
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    Quote from INotTreePunch»
    k, so why not make the server? or i just havent seen something bout it in the thread :/ you'll get more donators from that too :P

    I had thoughts of making one. perhaps further down the line in the mod's development.
    Posted in: WIP Mods
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    posted a message on Game of Thrones Mod for Minecraft [1.6.4] - MOD DISCONTINUED - 1.7.10 OPEN SOURCE
    Quote from ParadoxicGhost»

    Can you plz add more like characters from game od thrones, like the mountain and jamie and stuuf
    i Love this mod in either way becouse its soo awsome

    Those characters will not get added until much later on in the mod's development. They will get added once the main quest is added in.
    Posted in: WIP Mods
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    posted a message on How to create Sub-biomes in a dimension?
    Stuff like this for example:

    In the vanilla world there is a Plains biome and a Plains Hills biome, The Plains hills biome will only spawn inside of the Plains biome and won't spawn anywhere else. So basically yes different types of smaller biomes inside of one actual biome
    Posted in: Modification Development
  • 0

    posted a message on How to create Sub-biomes in a dimension?
    Sorry for the second bump, i just really need a solution to this.
    Posted in: Modification Development
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