Because 1.5 seems to simplify adding new items to the game, does anyone know if there is a guide anywhere on how to do so? for instance, how to add a new sword and change its durability and strength. I host a small server just for me and my friends so I really want to learn how to do this stuff.
There are plenty of tutorials on how to make mods in the tutorials section, if that is what you are looking for.
package techguy.mods.undead.common;
import net.minecraft.entity.player.EntityPlayer;
import net.minecraft.world.World;
public class CommonProxy
{
public static void registerRenderInformation()
{
//No rendering on servers.
}
}
Then create a ClientProxy:
package techguy.mods.undead.client;
import net.minecraftforge.client.MinecraftForgeClient;
import cpw.mods.fml.client.registry.RenderingRegistry;
public class ClientProxy extends CommonProxy
{
public static void registerRenderInformation()
{
MinecraftForgeClient.preloadTexture("/undeadPlus/terrain.png"); //preload your texture sheets in here too
MinecraftForgeClient.preloadTexture("/undeadPlus/items.png");
RenderingRegistry.instance().registerEntityRenderingHandler(EntityClass.class, new RenderClass(new ModelClass(), 0.5F)); //Register the rendering for your entities.
}
}
Then in your main class, in the method with the @Init annotation:
0
What? And why bump a topic over a year old.
0
Use Path.
EDIT: Ninja'd
0
There are plenty of tutorials on how to make mods in the tutorials section, if that is what you are looking for.
Searge's Twitter.
0
You could also just run the Forge install batch file on an online computer and let it download MCP then move all the files to the offline one.
0
0
Yes, I know. Figured it was worth a try anyway.
0
Then create a ClientProxy:
Then in your main class, in the method with the @Init annotation:
0
0
0
0
0
0
Forge handles entity rendering differently. You must register the entity in your client proxy. There are dozens of tutorials on it.
1
You would need to program the animation.
0