"Could not load texture, using fallback" is an error. It shows up when it can't find the indicated texture.
Post that.
LanguageRegistry.addName(lightBlock, "Light Block");
Do not use the language registry.
http://www.minecraftforge.net/forum/index.php/topic,16277.msg82670.html#msg82670
package com.mod.Mod;
GAH! Please use intelligent package names >..<
public static final Block lightBlock = new LightBlock(2900,Material.ground).setCreativeTab(CreativeTabs.tabBlock).setResistance(4f).setHardness(4f).setBlockName("test").setLightLevel(0.8f);
AHHH!
So many problems with this.
1) Don't use static IDs like that, use a config file
2) Don't define your blocks outside of a function like that, do it in your preInit function. That way you can get access to the config file.
3) Move all those setXXX() functions inside your block class.
Yes, I know vanilla did it this way, but vanilla doesn't have to deal with:
1) Config files. It's blocks are vanilla and will never have ID conflicts
2) Can define its blocks whenever the hell it wants to
(on 3, it's just cleaner)
Pirple
Are you intentionally misspelling this word?
public static final String MODID = "examplemod";
Please use the same asset folder directory name as your mod ID. This makes things clean and tidy.
Last thing:
Screenshot of the directory to your texture files.
HERE IS A SCREENSHOT
http://www.mediafire.com/view/myfiles/#ph1xzw5ms4nsrwz