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purpleshadows

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Everything posted by purpleshadows

  1. I did copy it from there, indeed. This is the code:
  2. As @Cadiboo sugested I fidled with the brigthness in doRender, on the lines starting with "blockrendererdispatcher": Also my block now has an interesting texture after being ignited, but it is still not the texture I have asigned to it, as you can see here: EDIT: @Animefan8888 everything is as you sugest, yet it does not fix my problem.
  3. The value goes from the assigned number to 0. It does change.
  4. That did not fix my problem.
  5. Yes, I know. I made a last minute change. Changed the path in assets from entity to entities. I shouald have noted that before. The problem persists.
  6. I have done everything you said above but still no luck yet. This is my texture now, as you have sugested: public static final ResourceLocation TEXTURE = new ResourceLocation(Reference.MOD_ID, "textures/entities/dankjess_explosiveblock.png"); If I change: @Override protected ResourceLocation getEntityTexture(EntityExplosive entity) { //return TEXTURE; <------ THIS return TextureMap.LOCATION_BLOCKS_TEXTURE; <----- WITH THIS } Then when I ignite my custom tnt, it takes the texture of a default tnt (as expected). I have inspected the declaration behind that, inside TextureMap class, and it is this: public static final ResourceLocation LOCATION_BLOCKS_TEXTURE = new ResourceLocation("textures/atlas/blocks.png"); But I have not found this location anywhere. I am trying to find "textures/atlas/blocks.png" so I can understand why this texture works and mine doesn't. My texture is a 64x64 png. Above I will attach a picture of my assets. I don't understand what is wrong with it, maybe blockstates? This is my blockstates for this block: But I know the blockstate only affects the block before being ignited and "turned" into an entity. I also get these errors, but I am not sure if they are related to my issue:
  7. Today I have been looking into it as much as I could and I still have no idea where it fauils. I think I may not be properly registering the entity. I've been looking everywhere online and I don't find anything about creating custom TNTs.
  8. That's what the colon does...? EDIT: The issue is not there. I tried both with, without colom and I also tried " Reference.MOD_ID, "textures "
  9. And also after igniting it turns to blinking black.
  10. Without the colon, I get file not found errors.
  11. I've been trying to make a custom tnt mod as my frist mod and I reached a deadend. I can't seem to get the entity's textures right. Whenever I ignite the TNT it switches from the texture I set to a blinking white texture. ExplosiveBlock class: EntityExplosive class: RenderExplosiveBlock class: EntityInit class: RegistryHandler class: RenderHandler class: Main
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