• 4

    posted a message on Craftland.org - Aether 1 Multiplayer - Started in 2011 - Hats - Shadow Skylands - SmartMoving - Pam's - Armourer's Workshop

    My favourite server of all time! While it can be quite difficult to start on, once you get going there are so many possibilities and so much to do.

    Thats not even taking into account all the custom updates that the coders do all the time.


    Unlike other modpack servers, all our mods are controlled by the dev team, so if theres a bug, theres no waiting around for any mod author to release an update, or update to a new minecraft version, the entire server is developed internally, so bug fixes are much faster!

    Posted in: PC Servers
  • 0

    posted a message on How to texture a Techne Model
    On the right hand side of your page, there will be a white box that says "texture" above it. Edit that until every cube on your model is in its respective place. Then you will need to export the texture map in techne. Go to the file menu, select "export as" and to go "texture map". Then edit that file in GIMP, or paint.net etc. Once you are finished editing it, go to the edit menu, and select load texture and select the texture.
    Posted in: Modification Development
  • 0

    posted a message on HexWool - Finally, color-accurate pixel art!
    This looks really cool :P I'm not the best at making pixel art (Mainly as I require everything to be symmetrical and in colour, which minecraft isn't the best at doing), but this should help a lot.
    Posted in: WIP Mods
  • 0

    posted a message on Atlantis Mod: An Underwater World
    It looks like this could turn out to be a good mod, but when I try to see the screenshots, it doesnt allow me.
    Try uploading the images to imgur, and putting an image directly in the forums
    Posted in: WIP Mods
  • 0

    posted a message on Techne Model with pieces
    Post what your model class looks like atm. What you need to edit really depends on what your making. Are you making a mob? Or a block that renders with a different model? Most things should be already done of your just making a block, mobs require slightly more work.
    Also, if your posting the file, remember to show where the errors are.
    Posted in: Modification Development
  • 0

    posted a message on [1.6.4] [SP/MP] tripl3's Jetpacks v1.0.0
    Looks like it could be a promising mod. Adding a fuel system and compatibility with other mods would be really nice.
    Either integrating it with universal electricity or ic2 would be cool, and adding different kinds of jet-packs could work.
    By this, it could either be tiered packs, with the higher tier, the fuel is more efficient and you can fly higher and faster.
    Or, you could add different types, like one that doesn't lift you very high but allows you to quickly skip over ground while moving at a greater speed.
    Also, a jet-pack crafting table could be added to allow custom build jet-packs, some that have more thrusters, some more powerful etc.
    The one issue I see with this mod right now is that the jetpack is a bit cheap to make. This can be solved by adding several crafting steps, like making a battery, then 2 thrusters etc, or by simply requiring iron blocks to make?
    Posted in: Minecraft Mods
  • 0

    posted a message on Custom Rendered Block Problem
    Quote from kirk1a1n

    I have tried to create my own custom rendered block
    What the block looks like in Techne:

    What the block looks like in-game:


    My block's Model class:
    package net.TrashLand.model;
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.model.ModelRenderer;
    import net.minecraft.entity.Entity;
    public class ModelRefinery extends ModelBase
    {
    //fields
    ModelRenderer Base;
    ModelRenderer Tube1;
    ModelRenderer Tube2;
    ModelRenderer Tube3;
    ModelRenderer Column1;
    ModelRenderer Column2;
    
    public ModelRefinery()
    {
    textureWidth = 64;
    textureHeight = 64;
    
    Base = new ModelRenderer(this, 0, 0);
    Base.addBox(0F, 0F, 0F, 14, 1, 14);
    Base.setRotationPoint(-7F, 23F, -7F);
    Base.setTextureSize(64, 32);
    Base.mirror = true;
    setRotation(Base, 0F, 0F, 0F);
    Tube1 = new ModelRenderer(this, 0, 47);
    Tube1.addBox(0F, 0F, 0F, 4, 13, 4);
    Tube1.setRotationPoint(-2F, 10F, -5F);
    Tube1.setTextureSize(64, 32);
    Tube1.mirror = true;
    setRotation(Tube1, 0F, 0F, 0F);
    Tube1 = new ModelRenderer(this, 0, 30);
    Tube1.addBox(0F, 0F, 0F, 4, 13, 4);
    Tube1.setRotationPoint(1F, 10F, 1F);
    Tube1.setTextureSize(64, 32);
    Tube1.mirror = true;
    setRotation(Tube1, 0F, 0F, 0F);
    Tube1 = new ModelRenderer(this, 16, 47);
    Tube1.addBox(0F, 0F, 0F, 4, 13, 4);
    Tube1.setRotationPoint(-5F, 10F, 1F);
    Tube1.setTextureSize(64, 32);
    Tube1.mirror = true;
    setRotation(Tube1, 0F, 0F, 0F);
    Column1 = new ModelRenderer(this, 0, 25);
    Column1.addBox(0F, 0F, 0F, 1, 1, 4);
    Column1.setRotationPoint(-1F, 10F, -2F);
    Column1.setTextureSize(64, 32);
    Column1.mirror = true;
    setRotation(Column1, 0F, -0.4461411F, 0F);
    Column1 = new ModelRenderer(this, 0, 20);
    Column1.addBox(0F, 0F, 0F, 1, 1, 4);
    Column1.setRotationPoint(0F, 10F, -2F);
    Column1.setTextureSize(64, 32);
    Column1.mirror = true;
    setRotation(Column1, 0F, 0.4461411F, 0F);
    }
    
    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);
    Base.render(f5);
    Tube1.render(f5);
    Tube1.render(f5);
    Tube1.render(f5);
    Column1.render(f5);
    Column1.render(f5);
    }
    
    public void renderModel(float f) {
    Base.render(f);
    Tube1.render(f);
    Tube1.render(f);
    Tube1.render(f);
    Column1.render(f);
    Column1.render(f);
    }
    
    private void setRotation(ModelRenderer model, float x, float y, float z)
    {
    model.rotateAngleX = x;
    model.rotateAngleY = y;
    model.rotateAngleZ = z;
    }
    
    public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
    {
    super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
    }
    }

    My block's renderer class:
    package net.TrashLand.renderer;
    import org.lwjgl.opengl.GL11;
    import net.TrashLand.model.ModelRefinery;
    import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
    import net.minecraft.tileentity.TileEntity;
    import net.minecraft.util.ResourceLocation;
    public class RendererRefinery extends TileEntitySpecialRenderer {
    
    private static final ResourceLocation texture = new ResourceLocation("trashlandmain", "textures/model/refinery.png");
    
    private ModelRefinery model;
    
    public RendererRefinery() {
    this.model = new ModelRefinery();
    }
    public void renderTileEntityAt(TileEntity tileentity, double x, double y, double z, float f) {
    GL11.glPushMatrix();
    GL11.glTranslatef((float)x + 0.5F, (float)y + 1.5F, (float)z + 0.5F);
    GL11.glRotatef(180, 0, 0, 1);
    this.bindTexture(texture);
    GL11.glPushMatrix();
    this.model.renderModel(0.0625F);
    GL11.glPopMatrix();
    GL11.glPopMatrix();
    }
    }

    I have double checked and this is not a texture error

    Can someone please tell me what I'm doing wrong?


    If you take a look at the model file, there is 3 seperate tubes, all called the same thing. Change the name to tube1, tube2, and tube 3.
    The columns have also the same issue. Change them to column 1 and column 2.
    Posted in: Modification Development
  • 0

    posted a message on Nodes mod
    Quote from Club559

    Looks like a great mod. Can't wait to see more progress on it!

    Thanks!

    Also, just an update, focusing on adding more utility blocks right now.
    E.G.
    Posted in: WIP Mods
  • 0

    posted a message on Nodes mod
    Nodes Mod
    -For lack of a better name-
    Intro:
    Hey, I'm Uber_Unleashed. A fairly new modder to the scene. I have done some bits and pieces back in the day (1.2.5) but haven't really done much since. I decided to get back into it and my first, creation as I may call it came to this. Its still a much work in progress and there is MANY many bugs, but things are slowly getting solved and new things added.

    Features:
    So, as the title says, the whole mod orbits around these "Nodes". In the mod, there will be several types. As of this post getting posted, only one type spawns, this is just because I'm still working on the code to generate them randomly and their functions.
    These nodes, spawn in divine trees, rare spawning trees all around the landscape. Inside, they host a node, which without the trees abilities, can die off.
    There is right now, unstable nodes, which will explode randomly, life nodes, currently defunct and stable nodes, also defunct.
    They, when broken drop a random amount of "node shards", and when these are crafted together, make a Crystal. These crystals, along with some dark dungeon stone(undecided origin) and podiums, can activate an altar, a mystical component in making the water flow, grass grow and trees sway. If the power is harnessed correctly, it can create, extremely useful but also extremely dangerous matters.

    Extra features:
    New type of dungeon, possibly origin of dark dungeon stone, floating in the sky. Only little small island with hut, but can prove useful in collecting rare materials.


    Planned features:
    Uses for nodes and types of matter
    Negative effects of harnessing this energy.
    Arcane Liquid - Possible negative effect of using magical energy

    In-progress features:
    Magical energy storage chamber - Can store magical energy from, somewhere, can be used to help speed up altar.

    Screenshots




    P.S. There is a spelling error in this pic :/





    Downloads:

    There will not be, for the foreseeable future a download link. Until I am happy with the mod, confident that everything I planned is working great, I will not release it.


    ChangeLog:

    Coming Soon
    License:

    This document is Copyright ©2014 Uber_Unleashed and is the intellectual
    property of the author. Only Minecraftforum.net is able to host any of my material without my Uber_Unleashed consent. It may not be placed on any web site or otherwise distributed publicly without advance written permission. If you mirror this mod page or anything I've Uber_Unleashed made on any other site, I Uber_Unleashed may express my angst at you in the form of a lawsuit.
    Posted in: WIP Mods
  • 0

    posted a message on The Fleshed Pack, a massive mod collaboration.
    Nope, seems many people stopped answering.
    Think its ended.
    Bye.
    Posted in: Requests / Ideas For Mods
  • 0

    posted a message on Server: work in progress
    I will be able to help with moderation and management of the server. I have some experience in the past of managing servers. I have been on, I build the spawn, before the world reset( Again :P) I'm quite a good builder, i have experience with world edit, and many of the other plugins you have on the server.


    ~PigPong
    Posted in: Server Recruitment
  • 0

    posted a message on Mc³ Total Conversion Modpack
    How'd I find this post if i dont read :/

    Also, wont this post be in Mod Packs, not WIP mods.
    Posted in: WIP Mods
  • 1

    posted a message on Mc³ Total Conversion Modpack
    Do you have permission from all the modders of all these mods to make an official mod pack or even to redistribute their work?


    EDIT: just reread the post and can see the prat that you dont have permissions from all the modders yet even so if you redistribute it they could get angry!
    Posted in: WIP Mods
  • 0

    posted a message on CLOSD
    Does this mod edit EnumToolMaterial? Can't download just now.
    Posted in: WIP Mods
  • 0

    posted a message on Very old mod - Please delete this topic
    just an update! The Mod is being worked on but is proving to be not wanting to work with me! Almost everything's done other than the mobs and Rods! Again I'm working on a "Starter" expansion but will take sometime, this will have some basic machines for more advanced things to come!
    If a say Version 0.5.1 will be released shortly then it would be a lie. I wouldn't expect for it to come out before mid October.
    Thanks Bru Unleashed
    Posted in: WIP Mods
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