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Minecraft Mods erstellen [ModLoader]

Discussion on Minecraft Mods erstellen [ModLoader] within the Minecraft Guides & Strategies forum part of the Minecraft category.

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Old 04/06/2012, 16:14   #136
 
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Quote:
Originally Posted by chris26 View Post
Code:
package net.minecraft.src;
import java.util.Random;

public class mod_crafting extends mod_name
{
	@Override
	public String getVersion() {
		return "1.1";
	}
			
	@Override
	public void load() {
		ModLoader.addRecipe(new ItemStack(rubinpickaxe,1),new Object[]{
			"***", "0#0","0#0", Character.valueOf('X'), testitem, Character.valueOf('#'), Item.stick
		});
}
	ModLoader.addRecipe(new ItemStack(aricaxe,1),new Object[]{
		"XX0", "X#0","0#0", Character.valueOf('X'), testitem, Character.valueOf('#'), Item.stick
	});
}
}
so richtig?
Ja so stimmt es. Du kannst alle Items/Blöcke so machen außer Slabs
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Old 04/06/2012, 16:19   #137
 
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da werden aber errors angezeigt

ModLoader.addRecipe(new ItemStack(aricaxe,1),new Object[]{
"XX0", "X#0","0#0", Character.valueOf('X'), testitem, Character.valueOf('#'), Item.stick
});
}
}
errostsind unterschtrichen
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Old 04/06/2012, 16:22   #138
 
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Quote:
Originally Posted by chris26 View Post
da werden aber errors angezeigt

ModLoader.addRecipe(new ItemStack(aricaxe,1),new Object[]{
"XX0", "X#0","0#0", Character.valueOf('X'), testitem, Character.valueOf('#'), Item.stick
});
}
}
errostsind unterschtrichen
So stimmt es

Code:
package net.minecraft.src;
import java.util.Random;

public class mod_crafting extends mod_name
{
	@Override
	public String getVersion() {
		return "1.1";
	}
			
	@Override
	public void load() {
		ModLoader.addRecipe(new ItemStack(rubinpickaxe,1),new Object[]{
			"***", "0#0","0#0", Character.valueOf('X'), testitem, Character.valueOf('#'), Item.stick
		});
	ModLoader.addRecipe(new ItemStack(aricaxe,1),new Object[]{
		"XX0", "X#0","0#0", Character.valueOf('X'), testitem, Character.valueOf('#'), Item.stick
	});
}
}
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Old 04/06/2012, 16:23   #139
 
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ok jezt gehts was war denn falsch bei mir ?
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Old 04/06/2012, 16:24   #140
 
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du hast da ein ) zuviel gehabt xD

Schreib deinen Mod am besten mit eclipse dann passiert so etwas nicht so schnell

Das kommt als nächstes:

Eigene Tür
Eigene Treppen/Stufen
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Old 04/06/2012, 17:03   #141
 
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ich schreib es mit eclipse

kann man auch machen das man so eine neue art fackel hat das probiere ich jez mal aus

Gefunden heißt ItemSpade: ich finde die ItemShovel nicht -.-

ich kann mit meine hoe kein feld machen

und die schaufel baut ziemlich langsam ab
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Old 04/06/2012, 17:48   #142
 
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Quote:
Originally Posted by chris26 View Post
ich schreib es mit eclipse

kann man auch machen das man so eine neue art fackel hat das probiere ich jez mal aus

Gefunden heißt ItemSpade: ich finde die ItemShovel nicht -.-

ich kann mit meine hoe kein feld machen

und die schaufel baut ziemlich langsam ab
Hast du ein eigenes ToolMaterial erstellt wenn nein Dan wird deine Schaufel langsam abbauen mit der Hoe da musst du nur die Datei Kopieren schick am besten mal ein par Code Schnipsel
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Old 04/06/2012, 17:54   #143
 
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Code:
package net.minecraft.src;

public enum EnumToolMaterialNew
{
    ARIC("ARIC", 5, 3, 1000, 20F, 3, 5);
    
    private final int harvestLevel;
    private final int maxUses;
    private final float efficiencyOnProperMaterial;
    private final int damageVsEntity;
    private final int enchantability;
    private static final EnumToolMaterialNew allToolMaterials[] = (new EnumToolMaterialNew[] {
    		ARIC
    });

    private EnumToolMaterialNew(String s, int i, int j, int k, float f, int l, int i1)
    {
        harvestLevel = j;
        maxUses = k;
        efficiencyOnProperMaterial = f;
        damageVsEntity = l;
        enchantability = i1;
    }

    public int getMaxUses()
    {
        return maxUses;
    }

    public float getEfficiencyOnProperMaterial()
    {
        return efficiencyOnProperMaterial;
    }

    public int getDamageVsEntity()
    {
        return damageVsEntity;
    }

    public int getHarvestLevel()
    {
        return harvestLevel;
    }

    public int getEnchantability()
    {
        return enchantability;
    }
}
Arictorch= new BlockTorchNew(162, 0).setHardness(1.0F).setResistance(1F).setLightVal ue(30.0F).setBlockName("Arictorch");
so richtig bei der fackel

Code:
package net.minecraft.src;

public class ItemHoeNew extends Item
{
    public ItemHoeNew(int par1, EnumToolMaterialNew par2EnumToolMaterial)
    {
        super(par1);
        maxStackSize = 1;
        setMaxDamage(par2EnumToolMaterial.getMaxUses());
    }

    /**
     * Callback for item usage. If the item does something special on right clicking, he will have one of those. Return
     * True if something happen and false if it don't. This is for ITEMS, not BLOCKS !
     */
    public boolean onItemUse(ItemStack par1ItemStack, EntityPlayer par2EntityPlayer, World par3World, int par4, int par5, int par6, int par7)
    {
        if (!par2EntityPlayer.canPlayerEdit(par4, par5, par6))
        {
            return false;
        }

        int i = par3World.getBlockId(par4, par5, par6);
        int j = par3World.getBlockId(par4, par5 + 1, par6);

        if (par7 != 0 && j == 0 && i == Block.grass.blockID || i == Block.dirt.blockID)
        {
            Block block = Block.tilledField;
            par3World.playSoundEffect((float)par4 + 0.5F, (float)par5 + 0.5F, (float)par6 + 0.5F, block.stepSound.getStepSound(), (block.stepSound.getVolume() + 1.0F) / 2.0F, block.stepSound.getPitch() * 0.8F);

            if (par3World.isRemote)
            {
                return true;
            }
            else
            {
                par3World.setBlockWithNotify(par4, par5, par6, block.blockID);
                par1ItemStack.damageItem(1, par2EntityPlayer);
                return true;
            }
        }
        else
        {
            return false;
        }
    }

    /**
     * Returns True is the item is renderer in full 3D when hold.
     */
    public boolean isFull3D()
    {
        return true;
    }
}
die hoe

Weiterhin wegen der fakel Mods loaded: 3
ModLoader 1.2.5
mod_crafting 1.1
mod_name 1.2.3

Minecraft has crashed!
----------------------

Minecraft has stopped running because it encountered a problem.




--- BEGIN ERROR REPORT 40431c7 --------
Generated 06.04.12 18:12

Minecraft: Minecraft 1.2.5
OS: Windows Vista (x86) version 6.0
Java: 1.7.0_02, Oracle Corporation
VM: Java HotSpot(TM) Client VM (mixed mode), Oracle Corporation
LWJGL: 2.4.2
OpenGL: GeForce 7050 PV / nForce 630a/PCI/SSE2/3DNOW! version 2.1.2, NVIDIA Corporation

java.lang.NullPointerException
at net.minecraft.src.ItemStack.getIconIndex(ItemStack .java:105)
at net.minecraft.src.RenderItem.renderItemIntoGUI(Ren derItem.java:270)
at net.minecraft.src.GuiContainer.drawSlotInventory(G uiContainer.java:228)
at net.minecraft.src.GuiContainer.drawScreen(GuiConta iner.java:74)
at net.minecraft.src.EntityRenderer.updateCameraAndRe nder(EntityRenderer.java:1008)
at net.minecraft.src.EntityRendererProxy.updateCamera AndRender(EntityRendererProxy.java:20)
at net.minecraft.client.Minecraft.runGameLoop(Minecra ft.java:922)
at net.minecraft.client.Minecraft.run(Minecraft.java: 801)
at java.lang.Thread.run(Unknown Source)
--- END ERROR REPORT 5a0c6ef0 ----------

wie mach ich rüstungen
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Old 04/06/2012, 21:50   #144
 
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@chris26
LightValue 2.0F ist das maximal Lichtlevel 20.

the_cake
Nimmst du auch Tutorials von anderen an?
Ich hätte da noch einpaar sachen die du nicht dabei hast wie Particle Effect erstellen etc.
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Old 04/07/2012, 14:44   #145
 
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Ja wäre nett werde Dan auch sagen das ich es von dir habe
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Old 04/07/2012, 15:37   #146
 
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ich krieg eclipse nich installiert -.- der findet da irgend ne datei nich!
hab 64 bit
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Old 04/07/2012, 16:03   #147
 
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Gibt es einen Error oder wie hast du die Datei aus dem Download link beim ersten Tutoiral ??
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Old 04/07/2012, 20:22   #148
 
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juhuuu türen sind drinne jezt ffehlt noch für die rüstung und für mobs
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Old 04/07/2012, 21:17   #149
 
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Ok das für Rüstungen mache ich jetzt das mit den Mobs ist so ne Sache ich kann die nicht Richtig animieren so kann eine Animation aussehen

Das ist mal der Code von dem Huhn

Code:
package net.minecraft.src;

import org.lwjgl.opengl.GL11;

public class ModelChicken extends ModelBase
{
    public ModelRenderer head;
    public ModelRenderer body;
    public ModelRenderer rightLeg;
    public ModelRenderer leftLeg;
    public ModelRenderer rightWing;
    public ModelRenderer leftWing;
    public ModelRenderer bill;
    public ModelRenderer chin;

    public ModelChicken()
    {
        int i = 16;
        head = new ModelRenderer(this, 0, 0);
        head.addBox(-2F, -6F, -2F, 4, 6, 3, 0.0F);
        head.setRotationPoint(0.0F, -1 + i, -4F);
        bill = new ModelRenderer(this, 14, 0);
        bill.addBox(-2F, -4F, -4F, 4, 2, 2, 0.0F);
        bill.setRotationPoint(0.0F, -1 + i, -4F);
        chin = new ModelRenderer(this, 14, 4);
        chin.addBox(-1F, -2F, -3F, 2, 2, 2, 0.0F);
        chin.setRotationPoint(0.0F, -1 + i, -4F);
        body = new ModelRenderer(this, 0, 9);
        body.addBox(-3F, -4F, -3F, 6, 8, 6, 0.0F);
        body.setRotationPoint(0.0F, i, 0.0F);
        rightLeg = new ModelRenderer(this, 26, 0);
        rightLeg.addBox(-1F, 0.0F, -3F, 3, 5, 3);
        rightLeg.setRotationPoint(-2F, 3 + i, 1.0F);
        leftLeg = new ModelRenderer(this, 26, 0);
        leftLeg.addBox(-1F, 0.0F, -3F, 3, 5, 3);
        leftLeg.setRotationPoint(1.0F, 3 + i, 1.0F);
        rightWing = new ModelRenderer(this, 24, 13);
        rightWing.addBox(0.0F, 0.0F, -3F, 1, 4, 6);
        rightWing.setRotationPoint(-4F, -3 + i, 0.0F);
        leftWing = new ModelRenderer(this, 24, 13);
        leftWing.addBox(-1F, 0.0F, -3F, 1, 4, 6);
        leftWing.setRotationPoint(4F, -3 + i, 0.0F);
    }

    /**
     * Sets the models various rotation angles then renders the model.
     */
    public void render(Entity par1Entity, float par2, float par3, float par4, float par5, float par6, float par7)
    {
        setRotationAngles(par2, par3, par4, par5, par6, par7);

        if (isChild)
        {
            float f = 2.0F;
            GL11.glPushMatrix();
            GL11.glTranslatef(0.0F, 5F * par7, 2.0F * par7);
            head.render(par7);
            bill.render(par7);
            chin.render(par7);
            GL11.glPopMatrix();
            GL11.glPushMatrix();
            GL11.glScalef(1.0F / f, 1.0F / f, 1.0F / f);
            GL11.glTranslatef(0.0F, 24F * par7, 0.0F);
            body.render(par7);
            rightLeg.render(par7);
            leftLeg.render(par7);
            rightWing.render(par7);
            leftWing.render(par7);
            GL11.glPopMatrix();
        }
        else
        {
            head.render(par7);
            bill.render(par7);
            chin.render(par7);
            body.render(par7);
            rightLeg.render(par7);
            leftLeg.render(par7);
            rightWing.render(par7);
            leftWing.render(par7);
        }
    }

    /**
     * Sets the models various rotation angles.
     */
    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
    {
        head.rotateAngleX = -(par5 / (180F / (float)Math.PI));
        head.rotateAngleY = par4 / (180F / (float)Math.PI);
        bill.rotateAngleX = head.rotateAngleX;
        bill.rotateAngleY = head.rotateAngleY;
        chin.rotateAngleX = head.rotateAngleX;
        chin.rotateAngleY = head.rotateAngleY;
        body.rotateAngleX = ((float)Math.PI / 2F);
        rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
        leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
        rightWing.rotateAngleZ = par3;
        leftWing.rotateAngleZ = -par3;
    }
}
Da blick ich ab hier

Code:
    public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6)
    {
        head.rotateAngleX = -(par5 / (180F / (float)Math.PI));
        head.rotateAngleY = par4 / (180F / (float)Math.PI);
        bill.rotateAngleX = head.rotateAngleX;
        bill.rotateAngleY = head.rotateAngleY;
        chin.rotateAngleX = head.rotateAngleX;
        chin.rotateAngleY = head.rotateAngleY;
        body.rotateAngleX = ((float)Math.PI / 2F);
        rightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
        leftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
        rightWing.rotateAngleZ = par3;
        leftWing.rotateAngleZ = -par3;
    }
Nicht mehr durch
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Old 04/07/2012, 21:29   #150
 
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Wenn ich nächste Woche wieder Zuhause bin kann ich dir ein paar beispiele Schicken.
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Tags
java, minecraft, mod, modloader, tutorial


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