Jump to content

Muniversal

Members
  • Posts

    3
  • Joined

  • Last visited

Muniversal's Achievements

Tree Puncher

Tree Puncher (2/8)

0

Reputation

  1. Do you have some better mod tutorials? I've been looking everywhere for 1.12.2 mods and I'm just having a hard time finding the proper tutorials for learning how to do this.
  2. I just can not figure out what I did wrong with this, I was following this tutorial, and I got to the person's GitHub page and found his updated tutorial (HarryTechReviews/HarryTalks) and i think I did everything right... the texture for the leaves is appearing right for the block while it's in my inventory, but when it is placed in the world, it is showing it as the texture is missing, and for the life of me I just can't figure out what I messed up or where. Here is my code for adding leaves from the BlockInit.java file, using BlockLeavesBase.java under mod.objects.blocks.trees: package brassinegott.mod.objects.blocks.trees; import java.util.List; import java.util.Random; import brassinegott.mod.Main; import brassinegott.mod.init.BlockInit; import brassinegott.mod.init.ItemInit; import brassinegott.mod.util.interfaces.IHasModel; import net.minecraft.block.BlockLeaves; import net.minecraft.block.BlockPlanks.EnumType; import net.minecraft.block.SoundType; import net.minecraft.block.properties.IProperty; import net.minecraft.block.state.BlockStateContainer; import net.minecraft.block.state.IBlockState; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.init.Blocks; import net.minecraft.item.Item; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.util.BlockRenderLayer; import net.minecraft.util.NonNullList; import net.minecraft.util.math.BlockPos; import net.minecraft.world.IBlockAccess; import net.minecraft.world.World; public class BlockLeavesBase extends BlockLeaves implements IHasModel { public static String type; public BlockLeavesBase(String name, SoundType soundtype, CreativeTabs tab, float hard, float resist, float light, int opac, String harvest, int level) { type = name.replaceAll("_leaves", "").trim(); System.out.println(type); setSoundType(soundtype); setUnlocalizedName(name); setRegistryName(name); setCreativeTab(tab); setHardness(hard); setResistance(resist); setLightLevel(light); setLightOpacity(opac); setHarvestLevel(harvest, level); setDefaultState(this.blockState.getBaseState().withProperty(CHECK_DECAY, Boolean.valueOf(true)).withProperty(DECAYABLE, Boolean.valueOf(true))); BlockInit.BLOCKS.add(this); ItemInit.ITEMS.add(new ItemBlock(this).setRegistryName(this.getRegistryName())); } @Override public Item getItemDropped(IBlockState state, Random rand, int fortune) { if(type == "lurve") return Item.getItemFromBlock(BlockInit.LURVE_SAPLING); else return Item.getItemFromBlock(Blocks.SAPLING); } @Override public int getMetaFromState(IBlockState state) { int i = 0; if(!((Boolean)state.getValue(DECAYABLE)).booleanValue()) i |= 2; if(!((Boolean)state.getValue(CHECK_DECAY)).booleanValue()) i |= 4; return i; } @Override protected ItemStack getSilkTouchDrop(IBlockState state) { return new ItemStack(this); } @Override protected void dropApple(World worldIn, BlockPos pos, IBlockState state, int chance) {return;} @Override protected int getSaplingDropChance(IBlockState state) {return 30;} @Override public EnumType getWoodType(int meta) {return null;} @Override public List<ItemStack> onSheared(ItemStack item, IBlockAccess world, BlockPos pos, int fortune) { return NonNullList.withSize(1, new ItemStack(this)); } @Override public boolean isOpaqueCube(IBlockState state) { return false; } @Override protected BlockStateContainer createBlockState() { return new BlockStateContainer(this, new IProperty[] {CHECK_DECAY, DECAYABLE}); } @Override public BlockRenderLayer getBlockLayer() { return BlockRenderLayer.TRANSLUCENT; } @Override public void registerModels() { Main.proxy.registerModel(Item.getItemFromBlock(this), 0); } } Called 'lurve' because of the fact that they're for a tree that is a pretty shade of pink and I named them when half asleep. Anyways, this is my blockStates { "variants": { "check_decay=true,decayable=true": { "model": "bgt:lurve_leaves" } "check_decay=true,decayable=false": { "model": "bgt:lurve_leaves" } "check_decay=false,decayable=true": { "model": "bgt:lurve_leaves" } "check_decay=false,decayable=false": { "model": "bgt:lurve_leaves" } } } and block and item models { "parent": "block/cube_all", "textures": { "all": "bgt:blocks/lurve_leaves" } } { "parent": "bgt:block/lurve_leaves" } and the texture is there, but I just can't figure out what I missed or messed up. Any help is greatly appreciated.
×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.