Programming with Forge: knowledge needed.

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b0h

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Jul 29, 2019
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Ok, i'd like to say sorry in advance if asking this question here it's not pertinent to the section, but i guess that "mod discussion" can also be intended for this matter too.

I'm getting interest in modding, and i made a couple simple mods in the past.

I actually know how to make a tile entity, can anyone explain to me , possibly in detail and with an example, how to make a block use a custom model made in Techne?
I looked around and i actually did not find any tutorial clear enough for this matter.

I don't want to bug too much, i'm trying to learn by myself and experimenting, but i'd like not to rip mods to see source code examples. I think it would be disrespectful to the modders and their good work.

Any help would be grateful.
Thank you anyway.
 
Hi b0h no need to get defensive that post was in response to another post made earlier today and is one of a few post that had discussed this topic of ripping and modifying closed source materials. there are a number of open source mods you could look at and I'm sure other members of the community would be able to show you a good starting point.

TL;DR dont worry as far as I can tell you haven't done anything wrong I would suggest deleting your second post and letting the community help you (there is some very smart people around here).
 
Ok, done.
i just had that impression since the announce appeared with no answers to this topic.

Sorry.
 
I don't specifically have much info on Techne modelling, but I'm pretty sure there's a wealth of people around here who do. And if you're worried about ripping code out of something, check this out.

EE3 is completely open source. You can get your fill of a wide range of concepts/difficulties just by poking around. There's currently only a single "model" that I'm aware of, but with enough tooling around, and possibly a decent tutorial or something, you should be able to start.
I mostly learned what little I know through basic tuts and breaking stuff. I encourage you to break stuff, frequently, completely and with total abandon. It worked marginally well for me, at least. I gotta give techne another try some time.
 
I don't specifically have much info on Techne modelling, but I'm pretty sure there's a wealth of people around here who do. And if you're worried about ripping code out of something, check this out.

EE3 is completely open source. You can get your fill of a wide range of concepts/difficulties just by poking around. There's currently only a single "model" that I'm aware of, but with enough tooling around, and possibly a decent tutorial or something, you should be able to start.
I mostly learned what little I know through basic tuts and breaking stuff. I encourage you to break stuff, frequently, completely and with total abandon. It worked marginally well for me, at least. I gotta give techne another try some time.

If I'm not wrong. I believe Pahimar made EE3 open source for people to learn and muck around with his code to understand how everything works.(well one reason for it to be open source)
People like Xeno and Pahimar make people that have no history in modding think it's possible to do anything.

:)
 
No that was not directed at you. That was directed at a few posts lately tha have modified closed source code... not people learning.
 
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Thank you x3n0ph0b3 for your answer.
The whole problem is just that, the lacking of a specific tutorial about that. The whole issue is not connected to Techne itself, but at the process of rendering a custom model on a block.
I know you have to declare a TileEntity, what i fail to understand is how i can relate the model to the T.E. and to the block itself.

I'll try poking around a bit, i just hoped to have a nice jump to speed up the learning.
The Forge Documentation is really exhaustive , but somehow you don't find anywhere how minecraft and forge work in detail, or at least how things are processed. I can't find nothing about it, but probably i haven't lurked enough.
To finish: good work, your latest mod. I like it a lot :)[DOUBLEPOST=1355141411][/DOUBLEPOST]Jadedcat:

Sorry to you too, i've misunderstood. :)

ScottWears:

Thank you. :)
 
Ok, maybe i'm dumb.

I got that the render calls the model. But where the render is being called by the block or tileentity?

That's the only link i'm missing that makes the whole matter a problem for me.

Somehow i think it's related to

Code:
public boolean renderAsNormalBlock() {
        return false;
    }

What am i missing?
 
A TileEntitySpecialRenderer, take a look at BEACONS to get an idea. Basically what you want to do is assign a TESR to a tile entity (it's easier than it sounds), and assign said TE to a block. Register the tile entity and block in your mod's common, and register the TESR client side. If everything is linked together, you should have yourself a uniquely rendered model for your block and tile entity. It's also not necessarily true that you need a TESR for a specially modeled block, but in your case I'm guessing it's not only the easiest but also the best way to do it.

Generally avoid assigning tile entities to a block that isn't player made (read: created by world gen) as Tile Entities are resource expensive and having too many in a chunk or a world causes performance issues. In your case this should not be an issue, I'm guessing.

If you need a specific example, look no further than the calcinator in the EE3 source. Specifically, take a peek at the CLIENT SIDE, in the render folder. You'll find an example of a TESR there, and with enough poking around, you'll likely figure out on your own how to use it.
 
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OOOOOOOOOk, i think i got it. Thank you for the tips, x3n0ph0b3.
If i manage to make some interesting mod, i'll be sure to share it and name you in the credits. :)
 
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