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    posted a message on [DISCONTINUED] [1.6.2] Skorpio's WashingMachine Mod
    Haha, I too made a mod spotlight for it:


    I think your mod's pretty cool, I've always wanted to be able to undye things
    Posted in: Minecraft Mods
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    posted a message on 1.7.10 | Rainbow Liquids Mod(v1.3) Reborn! With Spectra Crystals!

    Hey, I made a mod spotlight of your mod. It's really cool, keep up the work! I'm excited to see how your mod grows. :)
    Posted in: Minecraft Mods
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    posted a message on [Discontinued][FORGE] Mountain Generator
    I can't imagine how you'd program an undo, but if it's even possible that would be impressive, lol.

    All I know is that I'm thinking about using the mod to set up mountains for an adventure map, seems super useful.
    Posted in: Minecraft Mods
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    posted a message on [Discontinued][FORGE] Mountain Generator
    Sorry to jump on the bandwagon, but I hadn't noticed that someone had already done a video.

    Anywho, here's mine, lol. And yes, feel free to put it in your top post (if you want):

    Posted in: Minecraft Mods
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    posted a message on [1.4.7-1.4.5] Squidageddon
    Hey, sorry for not catching that you saw my review. Glad you liked it! :)

    EDIT: Sorry, this is Taco, the guy in charge of the Happy Potato Productions channel, lol
    Posted in: Minecraft Mods
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    posted a message on [5.WHATEVER] HappyPotatoServer (Looking for Older Players!)
    I would like to thank everyone for applying. Just want to remind everyone that we're being very selective, so not everyone gets on the server. We're going to wait until the end of the month before seeing if anyone else can get on the server, sorry to make you wait!
    Posted in: PC Servers
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    posted a message on [5.WHATEVER] HappyPotatoServer (Looking for Older Players!)

    We're looking to add a couple of experienced players to play on the server with us. This server if featured by HappyPotatoProductions, a rising youtube channel, and we would love to get a few more good builders and creative players to help us out!

    What we're looking for: Players who can build good-looking creations (on a survival server) and who have ambition to create large, interesting, or otherwise unique projects on the server. We're also looking for people who are willing to stand in for short films created using minecraft, but this is option. Sometimes it does help just to have people who are available during normal hours of the day to stand in and help with creating these films.

    Our youtube channel: http://www.youtube.c...HappyPotatoProd

    Here are some screenshots of our current server, which has recently been started over:










    We make several videos on the server a week (usually) and often do a skit-type video one-to-two times a month. If you want to participate in the voice chat for the videos, you must have a decent mic. Other than that, you're welcome to build and show stuff off (and allow us to show them in videos)

    Anyways, in order to apply for the server, comment with your minecraft username, your age, and some examples of your work (videos are awesome if you have them!)

    We're trying to put together a great server full of interesting people and interesting creations.
    Posted in: PC Servers
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    posted a message on Sonic Ether's Unbelievable Shaders [compatible with Minecraft 1.12.2 via OptiFine]
    Starting installation
    Unpacking JAR
    Fatal error!
    java.util.zip.ZipException: error in opening zip file
    at java.util.zip.ZipFile.open(Native Method)
    at java.util.zip.ZipFile.<init>(ZipFile.java:127)
    at java.util.zip.ZipFile.<init>(ZipFile.java:143)
    at daxnitro.nitrous.FileUtility.unzipFile(FileUtility.java:41)
    at daxnitro.nitrous.InstallThread.unpackJAR(InstallThread.java:88)
    at daxnitro.nitrous.InstallThread.run(InstallThread.java:39)


    I'm sure someone's already posted this, but I haven't found it yet. I'm not quite sure why it's having trouble with even opening my .jar file. Any help/advice would be much appreciated.
    Posted in: Minecraft Mods
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    posted a message on Life Without Techne
    Turns out I'm not as good a programmer as I thought, lol. I guess I'll have to use my PC laptop (which was super cheap and thus a piece of crap) and see if I can get techne on that. Thanks for trying to help me though, lol. I just don't know how to use OpenGL stuff. Also, the advice for tail stuff kind of worked. I might have to mess with it because right now it wiggles the tail side to side, which isn't really the motion I wanted, but it's livable if that's the only motion I get out of it, lol.

    As for image editing, I use a program called seashore. It's kind of like GIMP but not as good. The texture was just done real quick so I could work on the model, but I don't think seashore has a tool like you described, so I'll definitely try out GIMP again.
    Posted in: Modification Development
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    posted a message on Life Without Techne
    Hey there, I'm looking for some advice/links/telling me I'm dumb and that I'm going to have to use Techne/whatever with a mod I'm working on. Basically, I'm starting to add custom creatures. I've started off with a beaver, but I soon found that it seems like Techne is the only modeler-thing out there that works now-a-days. I was hoping to see if anybody knew of any other program that I can use on my Mac to create mobs. If not, does anyone know of a guide somewhere that shows what the different things mean and what to write for doing it just via coding (without using a modeler)?

    I'm also interested in custom movement/behaviors. I'll post a picture of what my beaver looks like currently and my code for it and go from there.

    Sidenote: I am using ModLoader for this mod.





    The white square in front of his face is supposed to be his teeth. They're relatively in the correct location (through trial and error, this took way too much time, lol), but I don't know what to put in the code to 'bind' the teeth to the nose/mouth area. If it's not obvious, I'm working off the pig model here. Basically, I want the teeth to move with the head the same way the nose/mouth does.

    Secondly there's the tail. It's in a decent spot, but I want it to be able to wag or move up and down randomly or when it moves, etc. Any helpful advice would be awesome.

    My code for this is below. I'll leave out what I have in my main mod class since it's really just the code that spawns the beaver into the world.

    EntityBeaver.java
    package net.minecraft.src;
    
    public class EntityBeaver extends EntityAnimal
    {
    
        public EntityBeaver(World world)
        {
            super(world);
            texture = "HPImages/beaver.png";
            setSize(0.9F, 0.9F); 
        }
        
        public int getMaxHealth()
        {
            return 10;
        }
    
        public void writeEntityToNBT(NBTTagCompound nbttagcompound)
        {
            super.writeEntityToNBT(nbttagcompound);
        }
    
        public void readEntityFromNBT(NBTTagCompound nbttagcompound)
        {
            super.readEntityFromNBT(nbttagcompound); 
        }
    
        protected String getLivingSound()
        {
            return null; 
        }
    
        protected String getHurtSound()
        {
            return null; 
        }
    
        protected String getDeathSound()
        {
            return null; 
        }
    
        protected float getSoundVolume()
        {
            return 0.4F; 
        }
    
        protected int getDropItemId()
        {
            return Item.silk.shiftedIndex; 
        }
        
            protected EntityAnimal spawnBabyAnimal(EntityAnimal entityanimal)
        {
            return new EntityBeaver(worldObj);
        }
    }

    ModelBeaver.java
    package net.minecraft.src;
    
    import org.lwjgl.opengl.GL11;
    
    public class ModelBeaver extends ModelQuadruped
    {
    	public ModelRenderer tail;
    	public ModelRenderer teeth;
    
        public ModelBeaver()
        {
        	//addBox(x, y, z, etc)
            this(0.0F);
            tail = new ModelRenderer(this, 25, 1);
    		tail.addBox(-21F, 14F, -3F, 13, 1, 6);
    		tail.rotateAngleY = 1.5707963267948966F;
    
    		teeth = new ModelRenderer(this, 17, 20);
    		teeth.addBox(0F, 14F, -15F, 2, 2, 0);
        }
    
        public ModelBeaver(float f)
        {
            super(6, f);
            head.setTextureOffset(16, 16).addBox(-2F, 0.0F, -9F, 4, 3, 1, f);
            field_40331_g = 4F;
        }
        
            public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
        {
            setRotationAngles(f, f1, f2, f3, f4, f5);
            if (field_40301_k)
            {
                float f6 = 2.0F;
                GL11.glPushMatrix();
                GL11.glTranslatef(0.0F, field_40331_g * f5, field_40332_n * f5);
                head.render(f5);
                teeth.render(f5);
                GL11.glPopMatrix();
                GL11.glPushMatrix();
                GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
                GL11.glTranslatef(0.0F, 24F * f5, 0.0F);
                body.render(f5);
                leg1.render(f5);
                leg2.render(f5);
                leg3.render(f5);
                leg4.render(f5);
                GL11.glPopMatrix();
            }
            else
            {
                head.render(f5);
                body.render(f5);
                leg1.render(f5);
                leg2.render(f5);
                leg3.render(f5);
                leg4.render(f5);
                tail.render(f5);
    			teeth.render(f5);
            }
        }
    }

    RenderBeaver.java
    package net.minecraft.src;
    
    public class RenderBeaver extends RenderLiving
    {
    
        public RenderBeaver(ModelBase modelbase, float f)
        {
            super(modelbase, f); 
        }
    
        public void func_177_a(EntityBeaver entityBeaver, double d, double d1, double d2, 
                float f, float f1)
        {
            super.doRenderLiving(entityBeaver, d, d1, d2, f, f1);
        }
    
        public void doRenderLiving(EntityLiving entityliving, double d, double d1, double d2, 
                float f, float f1)
        {
            func_177_a((EntityBeaver)entityliving, d, d1, d2, f, f1);
        }
    
        public void doRender(Entity entity, double d, double d1, double d2, 
                float f, float f1)
        {
            func_177_a((EntityBeaver)entity, d, d1, d2, f, f1);
        }
    }

    Thanks in advance for any help you guys might be able to give me. I'm feeling a little frustrated and like I'm hitting a bit of a wall here since I'm having trouble finding a decent resource for teaching about modeling custom mobs that doesn't either use something outdate or use Techne (which has no Mac version (yet)).
    Posted in: Modification Development
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    posted a message on Zombies breaking doors doesn't make the game any more difficult
    I think the idea is interesting, but the fact that you CAN just set a dirt block in front of the door and be safe is kind of lame. I'd let zombies dig through more blocks so that at least if you're going to put a block in their way it has to be something substantial. Then you'd think twice about doing it and try to plan out a better front door that won't require you to block yourself in.
    Posted in: 1.1 Update Discussion
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    posted a message on Looking For: Mods That Add Content Underground
    I'm setting up some mods for a let's play, and what I have so far adds to the surface, but I don't really have anything new going on underground. I don't want to add just simple ores that are basically different version of the ores that already exist, but different/unique things (like an ore that is used for a specific purpose, not just to make armor and tools). I'm also interested in anything that adds mobs that only spawn at lower depths, interesting things.

    Any help in this search would be nice! And, of course, it would be helpful if they were for 1.1, lol.

    What I've found so far:
    UraniumMod by Book
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on One problem with the ocelots/cats.
    It only takes like five minutes once you find one (and either I was lucky or they're not that rare). I dunno, I've thoroughly enjoyed ocelots (minus not knowing what they'll do once they're fully coded, lol)
    Posted in: 1.1 Update Discussion
  • 1

    posted a message on Coders needed for Minecraft "conversion"
    Count me as semi-interested. I'm an amateur modder (just started yesterday, lol), but I'm a senior Comp Sci major so I think I'm getting the hang of it (I've got tacos, potato plants, and fries in a matter of hours, lol). I'm willing to throw my hat in the ring for a little bit of it at least. I guess just let me know what you want started on most, I'll let you know what I'm comfortable with, but I will admit that this probably won't be one of my top priorities. Let me know, though
    Posted in: Modification Development
  • 0

    posted a message on [TUT] Custom Crops Tutorial (MC 1.1.0, MCP & ModLoader) UPDATED 02/23/2012
    Quote from bidoofgoo

    It doesnt really work for me, it sez it has an error with the
    cropStrawberry1 = ModLoader.addOverride("/terrain.png, /veggies/strawberry/crop1.png");
    It wants me to change that to
    cropStrawberry1 = ModLoader.addOverride("/terrain.png, /veggies/strawberry/crop1.png", null);
    And Minecraft doesnt start up when i have it like this :sad.gif: (No errors while recompiling, minecraft just doesnt work0


    public static int newCrop1 = ModLoader.addOverride("/terrain.png", "/newCrop1.png");


    If you look at the code, you've got two different parts put into the same quote. Your thing should be:
    ModLoader.addOverride("/terrain.png", "/veggies/strawberry/crop1.png")


    Now, I have a question. Where exactly do I need to put an image that I'm referencing? Do I put it in the minecraft.jar file or where? Any help would be greatly appreciated!
    Posted in: Tutorials
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