Go to mcp-jars-bin. Then manually inject the textures into the minecraft.jar like you were installing the mod without all the classes, and then the textures should work. I believe there's a glitch with eclipse and MCP that prevents textures from properly working if you launch from inside of eclipse.
I never used MCP's projects so I don't know. Creating your own project is the way I do it, more control
Follow what I said, If you put it in the bin folder, it works fine, Only downside is you willneed a backup of your pictures file somewhere or they may be deleted. I use the bin and it works just fine (gets cleaned every 2 days or so, hence the backups)
oh well, I give up lol. Some day you will understand.
Where in the src folder? Do I Put the images directly in it? Or do i copy the items and armor folder to it?
The source folder is your eclipse source folder. One where you create Java files in it. The build tool will compile all Java files and copy ones that it doesn't know how to compile in the bin folder.
Though the error may be because you aren't using the @NetworkMod annotation. Since you are using spawn packets internally, that annotation is needed.
@Mod(modid = "ForgeModDev_ExampleMod", name = "Example Mod", version = "1.0.0.0")
@NetworkMod(clientSideRequired = true, serverSideRequired = false)
public class ExampleMod {}
I'm not saying to use Forge, but if you are having trouble with something that's already done(custom block rendering), then either use Forge or look at it's source code.
You will see the calls, this.loadTexture(String texture), and renderEngine.bindTexture(int textureId). In Forge, it calls the method Block.getTextureFile() and populates those methods above.
On blocks in the game world, you need to have some type of hook to set the correct texture file. Look at Forge's method
That method gets called in the following places. WorldRenderer.updateRenderer() right before it renders the block by type. TileEntityRendererPiston.renderPiston() before it draws the quads.
After each time you render a custom texture, it's good to unbind it.
The object parameter must be a Block, Item, ItemBlock or another item in the game. You are putting the Block Id which is an integer(it gets auto-boxed to Integer object).
Wow, that was the first book I got 3 years ago too lol. If you are more of a visual learner, this is a book for you http://www.amazon.co...ader_0596009208. My favorite book was and still is http://www.amazon.co...61285995&sr=1-1 The title says Learn Java for Android, but it's all Java. It's just saying Learn Java, so you can making Android apps.
12. open "bin" folder in "Minecraft" folder
13. drag "mcmod.info" file from desktop into the "bin" folder
If your file goes missing, don't blame eclipse. I've seen many posts here about it. The bin folder is an output for builds. Eclipse will rebuild your project which will erase the contents inside of the bin folder. Put files, images, and any other files in your source folder. It will be copied over.
I wonder what people will think of the Modding API since it's an API and not a single class, i.e., ModLoader. Then again, Mojang will most likely put out a tutorial where they know what they are saying, unlike a lot of tutorials here.
As with any other object, just initiate it. It's good it check out the Javadocs if you don't know much about an object, like Random. http://docs.oracle.com/javase/7/docs/api/java/util/Random.html
Look at the constructors. Unless you want to specify a seed, the constructor takes no arguments.
Is this bump towards me? lol. I was thinking of making a video but It's really not needed. I feel text versions are better than videos, but that is just me. I tried to make it easier to understand but I'm not going to do another revision. Is there one particular part you are having trouble with?
I just talked to charsmud and he will be using one of mine I made a while back.
This is an older version for a mod but it has changed. I dislike those one click installers so I made it look like an actual installer. Since people are asking for it more now, I'm going to release it and make it open source.
And just like caagr98 said, have a separate download so they can manually install it.
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I never used MCP's projects so I don't know. Creating your own project is the way I do it, more control
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oh well, I give up lol. Some day you will understand.
The source folder is your eclipse source folder. One where you create Java files in it. The build tool will compile all Java files and copy ones that it doesn't know how to compile in the bin folder.
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Don't put them in the bin folder, src is where it's suppose to go.
http://www.minecraftforum.net/topic/1692729-solved-updated-making-a-mcmodinfo-file-for-forge-modloader/page__view__findpost__p__20979472
They will(most likely) get deleted and then people will create another topic about it here.
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Though the error may be because you aren't using the @NetworkMod annotation. Since you are using spawn packets internally, that annotation is needed.
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Right now it does nothing.
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The correct name is RenderSnowball.class
Look at that class and create a new one based off of it.
Find the line of code where it loads the texture and change it to your custom one.
Unless you have multiple items files, you should only need one custom render class, then just set the icon index.
Obviously, because most adults don't program.
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Look at these methods.
You will see the calls, this.loadTexture(String texture), and renderEngine.bindTexture(int textureId). In Forge, it calls the method Block.getTextureFile() and populates those methods above.
On blocks in the game world, you need to have some type of hook to set the correct texture file. Look at Forge's method
That method gets called in the following places.
WorldRenderer.updateRenderer() right before it renders the block by type.
TileEntityRendererPiston.renderPiston() before it draws the quads.
After each time you render a custom texture, it's good to unbind it.
I would recommend looking at Forge's source to get a better Idea. Hope that helps
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The object parameter must be a Block, Item, ItemBlock or another item in the game. You are putting the Block Id which is an integer(it gets auto-boxed to Integer object).
Put your new blocks and items in your mod class. Don't edit base classes like Block.class.
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Other good reads
Effective Java - http://www.amazon.co.../dp/0321356683/
The Good Parts - http://www.amazon.co.../dp/0596803737/
Threads - http://www.amazon.co.../dp/0596007825/
I learned by reading books but more through experience in writing programs. Though you learn more by debugging than writing code.
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http://www.minecraftforum.net/topic/1417041-mod-entity-problem-updated-with-forge/page__st__100#entry17787020
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If your file goes missing, don't blame eclipse. I've seen many posts here about it. The bin folder is an output for builds. Eclipse will rebuild your project which will erase the contents inside of the bin folder. Put files, images, and any other files in your source folder. It will be copied over.
1
1
http://docs.oracle.com/javase/7/docs/api/java/util/Random.html
Look at the constructors. Unless you want to specify a seed, the constructor takes no arguments.
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Is this bump towards me? lol. I was thinking of making a video but It's really not needed. I feel text versions are better than videos, but that is just me. I tried to make it easier to understand but I'm not going to do another revision. Is there one particular part you are having trouble with?
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And just like caagr98 said, have a separate download so they can manually install it.