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modblockminer

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  1. Thank you to everyone that pitched in. I got it working thanks to all your suggestions. It's probably a bit messy,...but its working. Thank you, thank you, thank you. Now onto the next challenge...whatever that may be.
  2. Okay...here is where I am at. 1. I have a working ModelLoader.setCustomModelResourceLocation method. 2. My custom block now renders on the ground and faces correctly, BUT...it is now invisible in my inventory where is was visible before. Any suggestions?
  3. Draco18s might have anger management issues...I don't care. If it's crap...please tell me. If I don't have the proper methods...it's simply because I didn't know. That's why I came to the forums. I'm new to all of this and trying to learn. I probably should have learned some java to start, but that would have been mind numbing and I would have quit. I enjoy MC and figured modding would keep my interest and learn some coding. Yes, jeffryfisher...I started with 3 different video/written tutorials trying to learn the basics...so it sounds like I was taught incorrectly. From your suggestion, I will get better info from the forums. Thank you. Jay Avery...I was able to successfully render a basic ore block using my own texture. My next step was design my own block. I created a chair which had several cube elements all using the same texture. So yes, my blockstate has facing variants. I'm still trying to figure out from the console error [ [FML]: Exception loading model for variant stevemod:blockoakchair#normal ] is the issue with my blockstate or somewhere else in the code. I guess I don't understand why it's looking for a #normal variant when I'm not using it.
  4. As in register here? public class ModBlocks { public static Block rubyblock; public static Block oakchair; public static void init() { rubyblock = new blockRuby(); oakchair = new blockOakChair(); } public static void register() { registerBlock(rubyblock); registerBlock(oakchair); } private static void registerBlock(Block block) { GameRegistry.register(rubyblock); GameRegistry.register(oakchair); ItemBlock item = new ItemBlock(block); item.setRegistryName(block.getRegistryName()); GameRegistry.register(item); } public static void registerRenders() { registerRender(rubyblock); registerRender(oakchair); } private static void registerRender(Block block) { Minecraft.getMinecraft().getRenderItem().getItemModelMesher().register(Item.getItemFromBlock(block), 0, new ModelResourceLocation(block.getRegistryName(), "inventory")); block.setCreativeTab(Main.tabblocks); }
  5. Forgive me if I'm speaking jibberish...still learning. Ah okay...of course. Was a bit confused when I first saw your blockstate and it looks much different than mine. I can see you still need the block.json to specify your cubes to design your block. I will try and tweak mine a bit based on your example and see what happens. I guess I am confused as to where/why "normal" is defined and trying to load from the blockstate. I was doing pretty good with the modding basics of items/blocks/recipes until I decided to try a custom block. Kicking my butt.
  6. I appreciate the help everyone. I'm determined to learn this stuff regardless of how upside down my brain is right now. Here is the rest of my code: ModBlocks.java https://pastebin.com/iw77ifVf blockOakChair.java https://pastebin.com/eYZ75eY1 Draco18s...So it looks like you state your whole block into your blockstate? Do you even have a block.json?
  7. Okay I see that #normal in the consle...but what needs to be done to fix it? [12:19:19] [Client thread/ERROR] [FML]: Exception loading model for variant stevemod:blockoakchair#normal for blockstate "stevemod:blockoakchair" I thought "normal" was only specified in the blockstate if you only have 1 variant. I tried adding "normal": to my blockstate and it didn't do anything. { "variants": { "facing=up": { "model": "stevemod:blockoakchair" }, "facing=east": { "model": "stevemod:blockoakchair" }, "facing=south": { "model": "stevemod:blockoakchair", "y": 90 }, "facing=west": { "model": "stevemod:blockoakchair", "y": 180 }, "facing=north": { "model": "stevemod:blockoakchair", "y": 270 } } }
  8. I am new to modding and could really use some help. I have been trying to get my custom chair block to render and cannot figure this out. It renders my chair with texture in my inventory, in my hand, and spins on the ground if I drop it...but I keep getting the purple/black block if I place it on the ground. Here is what I have: Console output https://pastebin.com/034k0vY9 Blockstate.json https://pastebin.com/ywF79D1P Block.json https://pastebin.com/xMhs4Vpe Item.json https://pastebin.com/0P2MBUjF
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