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[1.12.2] Can't texture ItemBlock


geqo

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I spend on this almost full day and still have no idea what wrong. What i need to do to texture this ItemBlock? Left-top screenshot-part - item model, right - block, left-center - how it looks in game.

This is my first attempt to make a mod and everything was fine even until the moment when I decided to texture this block.

why.png

Edited by geqo
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Use this json instead of your (item/whitelamp.json)

{
  "parent": "<MOD_ID>:block/<BLOCK_NAME>"
}

also don't forgive blackstates

{
  "variants": {
    "normal": { "model": "<MOD_ID>:<BLOCK_NAME>" }
  }
}

 

Edit:
My opinion don't use MrCrayfish Model Creator. In 0.6.0 version doesn't work UV's and scale correctly.

You can use BlockBench

Edited by Zamion101

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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25 minutes ago, Zamion101 said:

Use this json instead of your (item/whitelamp.json)


{
  "parent": "<MOD_ID>:block/<BLOCK_NAME>"
}

also don't forgive blackstates


{
  "variants": {
    "normal": { "model": "<MOD_ID>:<BLOCK_NAME>" }
  }
}

 

Edit:
My opinion don't use MrCrayfish Model Creator. In 0.6.0 version doesn't work UV's and scale correctly.

You can use BlockBench

I used so many variants item/whitelamp.json, and that is not work to. What about mmc - i just tried it because was think what my models wrong.

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How to register your Models do you use

@SubscribeEvent
public static void registerModels(ModelRegistryEvent event)

and 

ModelLoader.setCustomModelResourceLocation([ITEM],0,new ModelResourceLocation([ITEM].getRegistryName(),"inventory"));

?

Edited by Zamion101

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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8 minutes ago, Zamion101 said:

How to register your Models do you use


@SubscribeEvent
public static void registerModels(ModelRegistryEvent event)

and 


ModelLoader.setCustomModelResourceLocation([ITEM],0,new ModelResourceLocation([ITEM].getRegistryName(),"inventory"));

?

I do not register models, I have not seen anything like this in the documentation.

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Just now, geqo said:

Thank you, but have you example of register models code?

@Mod.EventBusSubscriber(modid = "[MOD_ID]")
publicclass Registery{
    static List<Item> itemList = new ArrayList<>();
    public static void registerItem(Item item){
        itemList.add(item);
    }
    @SubscribeEvent
    public static void registerModels(ModelRegistryEvent event){
        registerRender();
    }

    private static void registerRender() {
        for(Item tmp : itemList){
            if(tmp == null || tmp == Items.AIR)continue;
            ModelLoader.setCustomModelResourceLocation(tmp,0,new ModelResourceLocation(tmp.getRegistryName(),"inventory"));
        }}
}

You must register items in "preInit"

@Mod.EventHandler
public void preInit(FMLPreInitializationEvent event){
    Registery.registerItem([YOUR_ITEM]);
}

you need the change [MOD_ID] with your mod id!

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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8 minutes ago, Zamion101 said:

You can use
 


Registery.registerItem(new ItemBlock([YOUR_BLOCK]).setRegistryName(Objects.requireNonNull([YOUR_BLOCK].getRegistryName())));

Could not load vanilla model parent 'lamps:blocks/whitelamp'.

I can't understand how it works, in what order it executes. My main class before adding registermodel:

@Mod(modid = Lamps.MODID, name = Lamps.NAME, version = Lamps.VERSION)
public class Lamps
{
    public static final String MODID = "lamps";
    public static final String NAME = "Lamps mod";
    public static final String VERSION = "0.1.0";
}

That's all. And i have ModBlocks class

@GameRegistry.ObjectHolder(Lamps.MODID)
public class ModBlocks
{

    public static Block whitelamp;

    static {
        whitelamp = new WhiteLamp();
    }

    @Mod.EventBusSubscriber(modid = Lamps.MODID)
    public static class RegistrationHandler
    {

        @SubscribeEvent
        public static void registerBlocks(final RegistryEvent.Register<Block> event)
        {
            final IForgeRegistry<Block> registry = event.getRegistry();
            registry.register(whitelamp);
        }

        @SubscribeEvent
        public static void registerItemBlocks(final RegistryEvent.Register<Item> event)
        {
            final IForgeRegistry<Item> registry = event.getRegistry();
            final ItemBlock itemwhitelamp = new ItemBlock(whitelamp);
            itemwhitelamp.setUnlocalizedName(WhiteLamp.NAME);
            itemwhitelamp.setRegistryName(Lamps.MODID, WhiteLamp.NAME);
            registry.register(itemwhitelamp);
        }

        @SubscribeEvent
        public static void registerModels(ModelRegistryEvent event)
        {

        }
    }
}

 

And one lamp class what extend Block.

Why it executes? And how? In main class i have nothing just some variables and it works but without item - i have registered it.

Where i can find all events what i need to use?

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1 minute ago, geqo said:

registerModels method empty because added right now

Looks good but you should use setRegisteryName(WhiteLamp.getRegisteyName()) instead of setRegisteryName(Lamps.MODID, WhiteLamp.NAME) 

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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1 minute ago, Zamion101 said:

Looks good but you should use setRegisteryName(WhiteLamp.getRegisteyName()) instead of setRegisteryName(Lamps.MODID, WhiteLamp.NAME) 

I can register models in ModBlocks? Because now it doesn't work anyway.

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2 minutes ago, geqo said:

I can register models in ModBlocks? Because now it doesn't work anyway.

You can look from my codes

 

My RegistryUtils:

https://gist.github.com/Zamion101/2c24d38fc620e575c2037e4d09bce421

 

My Blocks Class:

https://gist.github.com/Zamion101/c9a93cf0229718b7f0c70273896f4358

 

My BlockBase:

https://gist.github.com/Zamion101/939e5656d7a27e38871f12d785f07761

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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6 minutes ago, Zamion101 said:

You should seperates Classes for Annotations 1 more class doesn't drop your fps :D

Dude, this is a tiny problem here, my own language - php, i have almost 3 years expierence and this is first time i use java, and i don't understand what u mean now :(, and my brain burns.

 

Edited by geqo
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You should create new class named 

RegistrationHandler

and write codes inside this class

for example class should be like that

 

@Mod.EventBusSubscriber(modid = Lamps.MODID)

public class RegistrationHandler{

[...]

Methods

[...]

}

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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3 minutes ago, Zamion101 said:

You should create new class named 


RegistrationHandler

and write codes inside this class

for example class should be like that

 

@Mod.EventBusSubscriber(modid = Lamps.MODID)

public class RegistrationHandler{

[...]

Methods

[...]

}

Ok, and i should register blocks, itemblocks and models in it? 

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1 hour ago, geqo said:

I don't know what changed, i just removed all and write again and now textures work's fine. But item in hand so big.

It's because MrCrayfish Model Creator. My advice use Blockbench Modeler. Have a nice moddings.

Developing Kodev Minecraft Hardcore Mod!

If You're Wondering, My Mod Page. http://minecraft.curseforge.com/projects/minecraft-hardcore-mod

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