• 0

    posted a message on World Generation Pumpkin-Like Help Forge 1.7.2
    How do I generate blocks like how pumpkins do it? Here is my world gen class if it is needed.
    My block will be called Shrunken Home


    package com.CrowniMod.world;
    import cpw.mods.fml.common.IWorldGenerator;
    import cpw.mods.fml.common.registry.GameRegistry;
    public class CrowniModWorld {
    
    public static void mainRegistry(){
      initialiseWorldGen();
    }
    
    public static void initialiseWorldGen(){
      registerWorldGen(new WorldGenEsponiteOre(), 1);
    }
    public static void registerWorldGen(IWorldGenerator worldGenClass, int weightedProbility){
      GameRegistry.registerWorldGenerator(worldGenClass, weightedProbility);
    }
    
    }
    Posted in: Modification Development
  • 0

    posted a message on ✦InfiniteCreate✦ [closed]
    IGN yattse12
    Posted in: PC Servers
  • 0

    posted a message on *NEW* Von Craft CREATIVE NO PLOTS SERVER!
    IGN: yattse12
    Posted in: PC Servers
  • 0

    posted a message on Help with Techne FORGE 1.6.2
    now im getting these errors dont know how to fix them
    This. is my render tile entity Class:

    package mods.Crownified.SSBB.Block;
    
    import net.minecraft.block.Block;
    import net.minecraft.client.renderer.OpenGlHelper;
    import net.minecraft.client.renderer.Tessellator;
    import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
    import net.minecraft.entity.Entity;
    import net.minecraft.tileentity.TileEntity;
    import net.minecraft.util.ResourceLocation;
    import net.minecraft.world.IBlockAccess;
    import net.minecraft.world.World;
    import org.lwjgl.opengl.GL11;
    
    public class RenderTileEntityTrophyStand extends TileEntitySpecialRenderer{
    //This method is called when minecraft renders a tile entity
    public void renderTileEntityAt(TileEntity tileEntity, double d, double d1, double d2, float f) {
    GL11.glPushMatrix();
    //This will move our renderer so that it will be on proper place in the world
    GL11.glTranslatef((float)d, (float)d1, (float)d2);
    TileEntityTrophyStand tileEntityYour = (TileEntityBlockZRail)tileEntity; /*error here
    /*Note that true tile entity coordinates (tileEntity.xCoord, etc) do not match to render coordinates (d, etc) that are calculated as [true coordinates] - [player coordinates (camera coordinates)]*/
    renderBlockRail(tileEntityYour, tileEntity.worldObj, tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord, CrownedSSBB.TrophyStand);
    GL11.glPopMatrix();
    }
    //And this method actually renders your tile entity
    public void renderBlockYour(TileEntityTrophyStand tl, World world, int i, int j, int k, Block block) {
    Tessellator tessellator = Tessellator.instance;
    //This will make your block brightness dependent from surroundings lighting.
    float f = block.getBlockBrightness(world, i, j, k);
    int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0);
    int l1 = l % 65536;
    int l2 = l / 65536;
    tessellator.setColorOpaque_F(f, f, f);
    OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2);
    
    /*This will rotate your model corresponding to player direction that was when you placed the block. If you want this to work,
    add these lines to onBlockPlacedBy method in your block class.
    int dir = MathHelper.floor_double((double)((player.rotationYaw * 4F) / 360F) + 0.5D) & 3;
    world.setBlockMetadataWithNotify(x, y, z, dir, 0);*/
    
    int dir = world.getBlockMetadata(i, j, k);
    
    GL11.glPushMatrix();
    GL11.glTranslatef(0.5F, 0, 0.5F);
    //This line actually rotates the renderer.
    GL11.glRotatef(dir * (-90F), 0F, 1F, 0F);
    GL11.glTranslatef(-0.5F, 0, -0.5F);
    func_110628_a(new ResourceLocation("youtTexturePath"));
    this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
    //      ^ error at model
    GL11.glPopMatrix();
    
    }
    }


    my main class:
    package mods.Crownified.SSBB.common;
    
    import mods.Crownified.SSBB.Block.BlocksmashOre;
    import mods.Crownified.SSBB.Block.BlockwoodenCrate;
    import mods.Crownified.SSBB.Block.RenderTileEntityTrophyStand;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import cpw.mods.fml.client.registry.ClientRegistry;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;
    
    
    @Mod(modid = "CrownedSSBB" , name = "Super Smash Bros. Brawl Mod", version = "0.1 Alpha")
    
    
    public class SSBBCore {
    public static Block smashOre = new BlocksmashOre(1000, Material.rock).setUnlocalizedName("BlocksmashOre");
    public static Block woodenCrate = new BlockwoodenCrate(1001, Material.wood).setUnlocalizedName("BlockwoodenCrate");
    
    public SSBBCore()
    {
    GameRegistry.registerBlock(smashOre, "smashOre");
    LanguageRegistry.addName(smashOre, "Smash Ore");
    
    GameRegistry.registerBlock(woodenCrate, "woodenCrate");
    LanguageRegistry.addName(woodenCrate, "Wooden Crate");
    ClientRegistry.bindTileEntitySpecialRenderer(SSBB.TileEntityTrophyStand.class, new RenderTileEntityTrophyStand());
    //                                                 ^                       ^ error
    }
    
    
    
    
    
    }


    my tile entity class
    package mods.Crownified.SSBB.Block;
    import net.minecraft.nbt.NBTTagCompound;
    import net.minecraft.network.INetworkManager;
    import net.minecraft.network.packet.Packet;
    import net.minecraft.network.packet.Packet132TileEntityData;
    import net.minecraft.tileentity.TileEntity;
    import net.minecraft.world.World;
    
    public class TileEntityTrophyStand extends TileEntity{
    @Override
    public void writeToNBT(NBTTagCompound par1)
    {
    super.writeToNBT(par1);
    }
    
    @Override
    public void readFromNBT(NBTTagCompound par1)
    {
    super.readFromNBT(par1);
    }
    public Packet getDescriptionPacket() {
    NBTTagCompound nbtTag = new NBTTagCompound();
    this.writeToNBT(nbtTag);
    return new Packet132TileEntityData(this.xCoord, this.yCoord, this.zCoord, 1, nbtTag);
    }
    
    public void onDataPacket(INetworkManager net, Packet132TileEntityData packet) {
    readFromNBT(packet.customParam1);
    }
    }

    finally my model class:
    package mods.Crownified.SSBB.Block;
    
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.model.ModelRenderer;
    import net.minecraft.entity.Entity;
    import net.minecraft.world.IBlockAccess;
    
    public class ModelTrophyStand extends ModelBase
    // ^dont know where to define
    {
    //fields
    ModelRenderer MainStand;
    ModelRenderer Edge2;
    ModelRenderer Edge3;
    ModelRenderer Edge4;
    ModelRenderer Edge1;
    
    public boolean shouldSideBeRendered(IBlockAccess iblockaccess, int i, int j, int k, int l)
    {
    return false;
    }
    
    
    public boolean isOpaqueCube()
    {
    return false;
    }
    
    public ModelTrophyStand()
    {
    textureWidth = 64;
    textureHeight = 32;
    
    MainStand = new ModelRenderer(this, 0, 0);
    MainStand.addBox(0F, 0F, -5F, 12, 2, 12);
    MainStand.setRotationPoint(-6F, 22F, -1F);
    MainStand.setTextureSize(64, 32);
    MainStand.mirror = true;
    setRotation(MainStand, 0F, 0F, 0F);
    Edge2 = new ModelRenderer(this, 0, 14);
    Edge2.addBox(0F, 0F, 0F, 1, 2, 10);
    Edge2.setRotationPoint(6F, 22F, -5F);
    Edge2.setTextureSize(64, 32);
    Edge2.mirror = true;
    setRotation(Edge2, 0F, 0F, 0F);
    Edge3 = new ModelRenderer(this, 0, 26);
    Edge3.addBox(0F, 0F, 0F, 10, 2, 1);
    Edge3.setRotationPoint(-5F, 22F, 6F);
    Edge3.setTextureSize(64, 32);
    Edge3.mirror = true;
    setRotation(Edge3, 0F, 0F, 0F);
    Edge4 = new ModelRenderer(this, 0, 14);
    Edge4.addBox(0F, 0F, 0F, 1, 2, 10);
    Edge4.setRotationPoint(-7F, 22F, -5F);
    Edge4.setTextureSize(64, 32);
    Edge4.mirror = true;
    setRotation(Edge4, 0F, 0F, 0F);
    Edge1 = new ModelRenderer(this, 0, 26);
    Edge1.addBox(0F, 0F, 0F, 10, 2, 1);
    Edge1.setRotationPoint(-5F, 22F, -7F);
    Edge1.setTextureSize(64, 32);
    Edge1.mirror = true;
    setRotation(Edge1, 0F, 0F, 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);
    MainStand.render(f5);
    Edge2.render(f5);
    Edge3.render(f5);
    Edge4.render(f5);
    Edge1.render(f5);
    }
    
    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);
    
    }
    }
    Posted in: Modification Development
  • 0

    posted a message on Help with Techne FORGE 1.6.2
    I cant figure out how to have a block be custom rendered. I have the model in java I just don't know how to implement it. Help?
    This is my model class
    package mods.Crownified.SSBB.Block;
    
    import net.minecraft.client.model.ModelBase;
    import net.minecraft.client.model.ModelRenderer;
    import net.minecraft.entity.Entity;
    
    public class ModelTrophyStand extends ModelBase
    {
    //fields
    ModelRenderer MainStand;
    ModelRenderer Edge2;
    ModelRenderer Edge3;
    ModelRenderer Edge4;
    ModelRenderer Edge1;
    
    public ModelTrophyStand()
    {
    textureWidth = 64;
    textureHeight = 32;
    
    MainStand = new ModelRenderer(this, 0, 0);
    MainStand.addBox(0F, 0F, -5F, 12, 2, 12);
    MainStand.setRotationPoint(-6F, 22F, -1F);
    MainStand.setTextureSize(64, 32);
    MainStand.mirror = true;
    setRotation(MainStand, 0F, 0F, 0F);
    Edge2 = new ModelRenderer(this, 0, 14);
    Edge2.addBox(0F, 0F, 0F, 1, 2, 10);
    Edge2.setRotationPoint(6F, 22F, -5F);
    Edge2.setTextureSize(64, 32);
    Edge2.mirror = true;
    setRotation(Edge2, 0F, 0F, 0F);
    Edge3 = new ModelRenderer(this, 0, 26);
    Edge3.addBox(0F, 0F, 0F, 10, 2, 1);
    Edge3.setRotationPoint(-5F, 22F, 6F);
    Edge3.setTextureSize(64, 32);
    Edge3.mirror = true;
    setRotation(Edge3, 0F, 0F, 0F);
    Edge4 = new ModelRenderer(this, 0, 14);
    Edge4.addBox(0F, 0F, 0F, 1, 2, 10);
    Edge4.setRotationPoint(-7F, 22F, -5F);
    Edge4.setTextureSize(64, 32);
    Edge4.mirror = true;
    setRotation(Edge4, 0F, 0F, 0F);
    Edge1 = new ModelRenderer(this, 0, 26);
    Edge1.addBox(0F, 0F, 0F, 10, 2, 1);
    Edge1.setRotationPoint(-5F, 22F, -7F);
    Edge1.setTextureSize(64, 32);
    Edge1.mirror = true;
    setRotation(Edge1, 0F, 0F, 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);
    MainStand.render(f5);
    Edge2.render(f5);
    Edge3.render(f5);
    Edge4.render(f5);
    Edge1.render(f5);
    }
    
    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);
    
    }
    }

    and this is my main class

    package mods.Crownified.SSBB.common;
    
    import mods.Crownified.SSBB.Block.BlocksmashOre;
    import mods.Crownified.SSBB.Block.BlockwoodenCrate;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import cpw.mods.fml.common.Mod;
    import cpw.mods.fml.common.registry.GameRegistry;
    import cpw.mods.fml.common.registry.LanguageRegistry;
    
    
    @Mod(modid = "CrownedSSBB" , name = "Super Smash Bros. Brawl Mod", version = "0.1 Alpha")
    
    
    public class SSBBCore {
    public static Block smashOre = new BlocksmashOre(1000, Material.rock).setUnlocalizedName("BlocksmashOre");
    public static Block woodenCrate = new BlockwoodenCrate(1001, Material.wood).setUnlocalizedName("BlockwoodenCrate");
    
    public SSBBCore()
    {
    GameRegistry.registerBlock(smashOre, "smashOre");
    LanguageRegistry.addName(smashOre, "Smash Ore");
    
    GameRegistry.registerBlock(woodenCrate, "woodenCrate");
    LanguageRegistry.addName(woodenCrate, "Wooden Crate");
    
    
    }
    
    
    
    
    
    }
    Posted in: Modification Development
  • 0

    posted a message on How to Make a Multitextured Block 1.5.1 Forge
    Quote from Blaze_Is_Fire

    Hey guys, guess what, i got the multi-texturing to work.

    Ever look at the TNT block file? Yup.


    @SideOnly(Side.CLIENT)
    private Icon field_94393_a;
    @SideOnly(Side.CLIENT)
    private Icon field_94392_b;
    
    public Icon getIcon(int par1, int par2) {
    return par1 == 0 ? this.field_94392_b : (par1 == 1 ? this.field_94393_a
    : this.blockIcon);
    }
    
    public void registerIcons(IconRegister par1IconRegister)
    {
    this.blockIcon = par1IconRegister.registerIcon("mod_Name:Block_Side");//Side
    this.field_94393_a = par1IconRegister.registerIcon("mod_Name:Block_Top");//Top
    this.field_94392_b = par1IconRegister.registerIcon("mod_Name:Block_Bottom");//Bottom
    }


    :D It worked for me, idk if it'll work for you, and i did this in 1.5.2


    I dont know what folder to label for the location of the texture. My texture is located here:
    C:\Users\Crownifed\Desktop\MiracleCraft\src\minecraft\mods\MiracleCraft\textures\blocks
    Posted in: Modification Development
  • 0

    posted a message on How to Make a Multitextured Block 1.5.1 Forge
    Quote from Saphir09

    This code isn't outdated. I'm using it myself in my 1.5.1 Forge setup.



    "Forge Mod Loader has detected an older LWJGL version, new advanced texture animation features are disabled"

    This may be the reason, why it isn't working.


    But how do I upgrade the LWJGL? Do i force update? I already updated eclipse
    Posted in: Modification Development
  • 0

    posted a message on How to Make a Multitextured Block 1.5.1 Forge
    this might help it was in the console:


    2013-04-29 20:56:04 [INFO] [STDERR] java.lang.NoSuchFieldException: GL_ARB_copy_image
    2013-04-29 20:56:04 [INFO] [STDERR] at java.lang.Class.getField(Unknown Source)
    2013-04-29 20:56:04 [INFO] [STDERR] at cpw.mods.fml.client.TextureFXManager.getHelper(TextureFXManager.java:122)
    2013-04-29 20:56:04 [INFO] [STDERR] at net.minecraft.client.renderer.texture.TextureStitched.init(TextureStitched.java:74)
    2013-04-29 20:56:04 [INFO] [STDERR] at net.minecraft.client.renderer.texture.TextureMap.refreshTextures(TextureMap.java:154)
    2013-04-29 20:56:04 [INFO] [STDERR] at net.minecraft.client.renderer.RenderEngine.refreshTextureMaps(RenderEngine.java:520)
    2013-04-29 20:56:04 [INFO] [STDERR] at net.minecraft.client.Minecraft.startGame(Minecraft.java:440)
    2013-04-29 20:56:04 [INFO] [STDERR] at net.minecraft.client.MinecraftAppletImpl.startGame(MinecraftAppletImpl.java:44)
    2013-04-29 20:56:04 [INFO] [STDERR] at net.minecraft.client.Minecraft.run(Minecraft.java:729)
    2013-04-29 20:56:04 [INFO] [STDERR] at java.lang.Thread.run(Unknown Source)
    2013-04-29 20:56:04 [INFO] [ForgeModLoader] Forge Mod Loader has detected an older LWJGL version, new advanced texture animation features are disabled
    2013-04-29 20:56:04 [INFO] [ForgeModLoader] Not using advanced OpenGL 4.3 advanced capability for animations : OpenGL 4.3 is not available
    Posted in: Modification Development
  • 0

    posted a message on How to Make a Multitextured Block 1.5.1 Forge
    Quote from Saphir09

    Here's a code example:


    @SideOnly(Side.CLIENT)
    private Icon field_94383_a;
    @SideOnly(Side.CLIENT)
    private Icon field_94381_b;
    @SideOnly(Side.CLIENT)
    private Icon field_94382_c;
    
    @SideOnly(Side.CLIENT)
    public void registerIcons(IconRegister par1IconRegister)
    {
    	 this.blockIcon = par1IconRegister.registerIcon("yourModFolder:yourTexture1");
    	 this.field_94382_c = par1IconRegister.registerIcon("yourModFolder:yourTexture2");
    	 this.field_94383_a = par1IconRegister.registerIcon("yourModFolder:yourTexture3");
    	 this.field_94381_b = par1IconRegister.registerIcon("yourModFolder:yourTexture4");
    }
    
    @SideOnly(Side.CLIENT)
    public Icon getBlockTextureFromSideAndMetadata(int side)
    {
    	 switch(side)
    	 {
    case 0: return this.field_94383_a;
    case 1: return this.field_94381_b;
    case 2: return this.field_94382_c;
    default: return this.blockIcon;
    	 }
    }


    this code seem outdated
    Posted in: Modification Development
  • 0

    posted a message on How to Make a Multitextured Block 1.5.1 Forge
    I need a local variable for all Icons
    Quote from ROBOCOP5

    Here:
    @Override
    public void registerIcons(IconRegister par1IconRegister) {
    bottomIcon = par1IconRegister.registerIcon("testmod:bottom");//Низ
    topIcon = par1IconRegister.registerIcon("testmod:top");//Верх
    frontIcon = par1IconRegister.registerIcon("testmod:front");//Перед блока
    sideIcon = par1IconRegister.registerIcon("testmod:side");//Стороны
    }

    public Icon getBlockTextureFromSideAndMetadata(int side, int metadata)
    {
    if(side == 0)
    return bottomIcon;
    else if(side == 1)
    return topIcon;
    else if((side == 2 && metadata == 2) || (side == 5 && metadata == 3) || (side == 3 && metadata == 0) || (side == 4 && metadata == 1))
    return frontIcon;
    else
    return sideIcon;
    }




    The icons need a variable. Where would the variable be or do I have to create it?
    Posted in: Modification Development
  • 0

    posted a message on How to Make a Multitextured Block 1.5.1 Forge
    For some reason I get these too errors when trying to make a multitextured block. I do not know why it isn't working. Please help

    Code:


    package mods.magicalscience.common;

    import cpw.mods.fml.relauncher.Side;
    import cpw.mods.fml.relauncher.SideOnly;
    import net.minecraft.block.Block;
    import net.minecraft.block.material.Material;
    import net.minecraft.client.renderer.texture.IconRegister;
    import net.minecraft.creativetab.CreativeTabs;
    import net.minecraft.util.Icon;

    public class BlockMiracleWood extends Block{

    public static Icon[] textures = new Icon[2];


    public BlockMiracleWood(int id, Material mat){
    super(id, mat.wood);
    setHardness(2.5F);
    setResistance(11.0F);

    this.setCreativeTab(CreativeTabs.tabBlock);
    }

    public void registerIcons(IconRegister iconRegistry)
    {
    textures[0] = iconRegistry.registerIcon("magicalscience:tree_miracle");
    textures[1] = iconRegistry.registerIcon("magicalscience:leaves_miracle");}

    public Icon getBlockTextureFromSideAndMetadata(int side, int meta){} //Error is Here
    }
    Posted in: Modification Development
  • 0

    posted a message on New Whitelisted FTB Direwolf20 Server !
    Application

    Age:14

    Why would you like to join?: I am hoping for a new whitelisted server to play on since my old one was shut down

    Minecraft FTB Experience: Know miost about industrialcraft, buildcraft, redpower2. equivealent exchange 3. Thaumcraft 3, soulshards, xycraft, thermal expansion, and forestry besides the bees

    Favorite part of Direwolf20 pack?: All the magic mods

    Minecraft IGN: yattse12
    Posted in: PC Servers
  • 0

    posted a message on *NEW SERVER* Direwolf20 - 15 Slots - 24/7 - Whitelist - Small Community
    Quote from ArthurIV

    I'm trying to log in and it says I require extra mods. What's this for?
    WERE IN MINECRACK NOW
    Posted in: PC Servers
  • 0

    posted a message on *NEW SERVER* Direwolf20 - 15 Slots - 24/7 - Whitelist - Small Community
    Ign: yattse12

    Age: 14

    Timezone: USA/Eastern

    Best mods: Redpower, Buildcraft, IndustrialCraft, EE3

    Skill with Mods: Awesome at all except MFFS and

    Additional Information: No teamspeak
    Posted in: PC Servers
  • 0

    posted a message on Any Good FTB Servers? Direwolf20 pack
    Quote from blockout22

    if you are willing to switch from DW20 pack to mindcrack pack (both packs are on same versions) you can pm me and i can see if i can get you whitelisted on a server i use ... could use someone being online more often :P

    I don't like the gregtech in Mindcrack thats why I don't use it. But thanks for the offer :)
    Posted in: Mods Discussion
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