понедельник, 6 января 2020 г.

MINECRAFT NBTEDIT 1.7.2 FREE DOWNLOAD

You don't need to save it to disk if you take the information from the NBT and create a texture from it directly as in SimpleTexture. Aside from a better way that I don't know, this is exactly what I would do. Just send the image from server to client as a BufferedImage and store it as a texture in ram. If you have an account, sign in now to post with your account. If your textures truly are unique for every item, why not just store the texture itself in the NBT and avoid the temporary file problem? minecraft nbtedit 1.7.2

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minecraft nbtedit 1.7.2

Join the conversation You can post now and register later. As far as rendering goes, I think it would be best to use an IItemRenderer - just bind your custom texture and render it using the Tessellator. And with texture when held. Aside from a better way that I don't know, this is exactly what I would do.

The server keeps the master minecrzft saves to disk in the save game files nbtwdit, the client keeps a copy in RAM. Reply to this topic Start new topic. Maybe you already solved this, but thought I'd leave the solution in case others are having trouble and find this post like I did.

Question is - how can I nicely load textures in runtime? Paste as plain text instead. Did you actually test it, or is that just a guess?

minecraft nbtedit 1.7.2

I managed not expand the recipes folder before! Could someone knowledgeable tell me how stupid or not is the idea of holding texture name for current itemstack in its NBT created in Item.

In-Game NBTEdit Mod -

You don't need to save it to disk if you take the information from the NBT and create a texture from it directly as in SimpleTexture. The timestamp will make 1.2 the.

minecraft nbtedit 1.7.2

Display as a link instead. Would generating a byte-image as you said work if I'd do it on server side and send it over to all players as above said - itemstack's NBT? Posted July 10, Right now we have to load those registered icons for the actual items using this Test. There is probably an error somewhere. Even if you don't like that idea, you still don't need to store png files on disk. Here is my package explorer again.

I think I solved it Recently Browsing No registered users viewing this page.

I'm doing tests now to find neat way of doing it. How do I update icons for the item itself? Till this time i was sure that client only saves data when you are on SP, and when minecrat login on MP you get all data from server files read: I will simply write nbtdit that launches process that nbhedit texture files from server before registration of IIcon.

The only potential problem I am seeing is - well, does your dynamic texture loader work yet? Ernio, I was trying to solve this same problem, and found the solution. NBT itself exist defined in onCreated. Problem is - this forge function is only used to update this "in-hand" renderer. The other option would be to pre-make images minecrqft lot of them and load them once on client startup, but then again - metadata for item is 16 big unless they have changed it since I've used it last time - first Full Minecarft Version so I'd have to store it in NBT - would simple itemstack.

In-Game NBTEdit Mod

Insert image from URL. I have a lot of sword types which textures are defined by items used to craft them.

By Caaruzo Started Yesterday at If you have an account, sign in now to post with your account.

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