Jump to content

How to using same blockStates json for Item?


ryan_zhou

Recommended Posts

Forge version: 1.12.2

 

My demand is: all of my mod item ,using same obj model, using different obj according different itemMeta. And, all of my mod item using same blockState.json.

that my clientProxy#preInit code :

	for (Item item : ModItems.itemList) {
			for (int i = 0; i < 10; i++) {
				ModelLoader.setCustomModelResourceLocation(item, i,
						new ModelResourceLocation("mfbl:staff_" + i, "inventory"));
				System.out.println("mfbl:staff_" + i + "," + item.getUnlocalizedName() + "," + item.getRegistryName());
			}
		}

 

Qustion is:

When i call ModelLoader#setCustomModelResourceLocation for each item reigster  the same modelResourceLocation, then source code put it into  customModels map ,the  map will equal the  Pair#hashcode that from item.delegate and metadata. follow this :

 

 public static void setCustomModelResourceLocation(Item item, int metadata, ModelResourceLocation model)
    {
        customModels.put(Pair.of(item.delegate, metadata), model);
        ModelBakery.registerItemVariants(item, model);
    }

 

I found the code in item.delegate  , the 'name' is ModelResourceLocation#path:

    @Override
    public int hashCode()
    {
        return Objects.hashCode(name);
    }

 

 

so,just first item register obj normally.I'm create 10 item that render by obj.  now i have 1 blockStates json,   I want the 10 item share the same blockStates json, how to do ?

 

edit: I found some thread about StateMapperBase, but it's only aim at block.it's no use for me.

 

image.png.dabb925f669b53b60d323945b8681b73.png

 

 

Edited by ryan_zhou
Link to comment
Share on other sites

Could you be more specific about what your trying to do? You can easily just register a custom model resource location pointing to a blockstate and variant.

 

ModelLoader.setCustomModelResourceLocation(item, meta, new ModelResourceLocation( new ResourceLocation(MODID, blockstateLocation), blockstateVariant));

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

Sorry,I forget attach forge version ,it's 1.12.2.

I have 10 item,every item was render by the same obj model.

so, when i foreach every item call ModelLoader#setCustomModelResourceLocation(item, meta, new ModelResourceLocation( "mfbl:share_obj_blockstates.json"),

the "ModelLoader#setCustomModelResourceLocation" method will put ModelResourceLocation("mfbl:share_obj_blockstates.json") to a map, the map will equal "mfbl:share_obj_blockstates.json" if exist. 

The mechanism not allow different item use share same blockstates.json. the mechanism lead just first register item was render normally,other item was render by missing model instead of.

What should i do?My English is not good,if i describe not clearly, please point out.

Link to comment
Share on other sites

Your resource location shouldn’t contain “.json” and you should make a resourcelocation and then call toString() on it to both protect yourself from future changes to the resource location format and to make sure that you don’t get a problem like using uppercase names

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

Wait what why? How does that have anything to do with what I said?

About Me

Spoiler

My Discord - Cadiboo#8887

My WebsiteCadiboo.github.io

My ModsCadiboo.github.io/projects

My TutorialsCadiboo.github.io/tutorials

Versions below 1.14.4 are no longer supported on this forum. Use the latest version to receive support.

When asking support remember to include all relevant log files (logs are found in .minecraft/logs/), code if applicable and screenshots if possible.

Only download mods from trusted sites like CurseForge (minecraft.curseforge.com). A list of bad sites can be found here, with more information available at stopmodreposts.org

Edit your own signature at www.minecraftforge.net/forum/settings/signature/ (Make sure to check its compatibility with the Dark Theme)

Link to comment
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Unfortunately, your content contains terms that we do not allow. Please edit your content to remove the highlighted words below.
Reply to this topic...

×   Pasted as rich text.   Restore formatting

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

Announcements



×
×
  • Create New...

Important Information

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