[1.5.1] Modding Tutorials

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Minalien

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Jul 29, 2019
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I'm maintaining a set of Forge modding tutorials on my dev blog, if anybody is interested in checking them out. At the moment, I only have two intermediate-level tutorials (though arguably one is more of a low-level one), but I do plan to start a beginner-immediate series in a couple of weeks. Please note that I do these tutorials as a hobby - I will try keep a decent flow of tutorials, but I can make no promises.

Currently Completed:
  • Rendering OBJ in Minecraft Forge, Covers the use of TileEntitySpecialRenderers that utilize the OBJ loader recently implemented into Forge by Pahimar et al. Note that I will be writing a supplement on using ISimpleBlockRenderHandler (which is optimized for inanimate geometry, such as the block used my sample). - http://minalien.com/tutorial-advancedmodelloader/
  • Multi-Block Structures in Minecraft Forge, Covers the steps needed to create a simple 3x3x3 multi-block structure system in Forge. Note that this tutorial follows a different format from my usual, iterative style. I'm looking for feedback on this style, and am trying to find out if it is preferred over the iterative writing style that I used in my Rendering tutorial. - http://minalien.com/tutorial-multi-block-structures-in-minecraft/
Planned:
  • An Introduction to OpenGL Rendering with Minecraft Forge, Requested by Andrew2448, this tutorial is going to cover a variety of OpenGL 1.1 rendering topics by example, branching off of the TileEntitySpecialRenderer instance created in my OBJ Rendering tutorial. Be forewarned: there will be an overview of Matrix algebra.
  • Animating OBJ in Minecraft Forge, Pahimar has told me that there are plans to implement a sprite-sheet like animation system for OBJ meshes loaded into Forge - I plan to expand on the earlier rendering tutorial to cover this topic, once it has been implemented.
  • Rendering OBJ with ISimpleBlockRenderHandler, After having it pointed out to me by dan200 that TileEntitySpecialRenderer can be computationally expensive (way to go, Mojang) and that it is better to use ISimpleBlockRenderHandler for static geometry such as the misshapen furnace used in my earlier OBJ tutorial, I'm going to be supplementing this utilizing this interface.
I'm always looking on feedback - ways I can improve the tutorials, issues you've had with either the website or the tutorial files, suggestions for tutorials you would like to see, etc.
 

Zavvias

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Jul 29, 2019
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This going to be great! For me biggest problem for making mod always was rendering custom stuff. After reading tutorial if i have any feedback i will post it. Im looking forward for more tutorials :)
 

Minalien

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Jul 29, 2019
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No, Marsbar, I am not planning on doing video tutorials. I feel that a textual format for tutorials is easier to manage - it makes it so that users can go through the content at their own pace, can access the tutorials on a multitude of devices, and can do so without having to disturb others, don't have to put on headphones, etc.
 
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Minalien

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Jul 29, 2019
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The issue is with your icon registration code. Icon registration code should be done as follows:

Code:
iconRegister.registerIcon("modid:texturename");

With modid being the subfolder within the mods/ folder that your textures reside, and texturename being the name of the texture file you are using, sans the file extension. For example:

Code:
blockIcon = iconRegister.registerIcon("myFirstMod:nintendiumOre");
would load MCP DIR\src\minecraft\mods\myFirstMod\textures\blocks\nintendiumOre.png into the blockIcon variable.
 

southernfriedbb

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Jul 29, 2019
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No, Marsbar, I am not planning on doing video tutorials. I feel that a textual format for tutorials is easier to manage - it makes it so that users can go through the content at their own pace, can access the tutorials on a multitude of devices, and can do so without having to disturb others, don't have to put on headphones, etc.

I, for one, want to thank you for producing text based tutorials, they better fit the way I learn.

Will definitely look into these this weekend.
 
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Rasmustof

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Jul 29, 2019
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The issue is with your icon registration code. Icon registration code should be done as follows:

Code:
iconRegister.registerIcon("modid:texturename");

With modid being the subfolder within the mods/ folder that your textures reside, and texturename being the name of the texture file you are using, sans the file extension. For example:

Code:
blockIcon = iconRegister.registerIcon("myFirstMod:nintendiumOre");
would load MCP DIR\src\minecraft\mods\myFirstMod\textures\blocks\nintendiumOre.png into the blockIcon variable.

i just put my textures in the MCP DIR/src/minecraft/textures/blocks
so what do i need to type?!? sry im a big new
 

Minalien

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Jul 29, 2019
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Don't put your textures in src/minecraft/textures/blocks. Make a folder for your mod, put your textures in src/minecraft/mods/<modid>/textures/blocks, and use what I showed you.
 

Minalien

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Jul 29, 2019
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That's because you've put your textures in the wrong place.

Code:
blockIcon = iconRegister.registerIcon("myFirstMod:nintendiumOre");
would load MCP DIR\src\minecraft\mods\myFirstMod\textures\blocks\nintendiumOre.png into the blockIcon variable.
 

Rasmustof

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Jul 29, 2019
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in my MCP DIR/src/minecraft there are no mods ... and it doesnt seems to work with just making one
 

DakkonB

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Jul 29, 2019
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the textures is in MCP DIR/jars/mods/EsteticsPLUS/textures and then either blocks or items
Minalien told you this "Don't put your textures in src/minecraft/textures/blocks. Make a folder for your mod, put your textures in src/minecraft/mods/<modid>/textures/blocks, and use what I showed you. "

src/minecraft/mods/<modid>/textures/blocks != MCP DIR/jars/mods/EsteticsPLUS/textures and then either blocks or items
 

Rasmustof

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Jul 29, 2019
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i dont have any folder called mods in src/minecraft[DOUBLEPOST=1369248421][/DOUBLEPOST]cant somebody just add me on skype : rtoftegaard1
since i dont really understand you guys ... when i did what you said nothing worked