Jump to content

Texture isn't appearing on custom armor model 1.16


Skullblade

Recommended Posts

I just finished coding all of the fun bits to create a custom model for my chestplate, but when I tested it, there was no texture. The texture png is in the right place and the armor java class refers to it, so I'm not sure what's going on. It's the only thing about the armor that doesn't work.

image.thumb.png.46fe45554c17a7407c6a46d59f5e0218.png

image.thumb.png.574aa4f4772b4094395421ccc605617f.png

image.thumb.png.fa675b3a3aa813937feae3b38df0d352.png

image.thumb.png.94f00c8baee8b992ed27c9beb552bce7.png

image.thumb.png.41a2e9748f96f1abb5737427ab262abf.png

image.thumb.png.3e55918cb5b0a415fbd936287bd2e3d7.png

Link to comment
Share on other sites

29 minutes ago, Luis_ST said:

you have to tell minecraft where to find the texture for your model
use this  as a practical example

See, I already tried telling Minecraft where the texture was in ArgentumChestplate.java, and that didn't work. I tried your method anyway, and I got the exact same results. Here's my new code.

image.thumb.png.c4fb8378e309a0ba25e6669a26df8800.png

Link to comment
Share on other sites

58 minutes ago, diesieben07 said:

Not for textures which are used stand alone, you only need to do that if you need the texture to be part of a texture sheet.

You need to check TextureStitchEvent#getMap, otherwise you will stitch your texture on all texture atlases, which is not what you want.

 

@Skullblade Post a Git repo of your mod please.

I've never posted a Git repo before, so I don't know how to.

Link to comment
Share on other sites

8 hours ago, diesieben07 said:

Correct.

I'm not understanding how to push the repo (github has always been over my head). Are you sure there isn't something else I could provide you for help? No one else has needed a repo to help with my other problems before...

Link to comment
Share on other sites

29 minutes ago, diesieben07 said:

Sorry, but I am not willing to stare at screenshots or pieces of code for ages trying to find that one stupid typo that you made and can't find yourself.

I've looked for over an hour trying to figure out how to push a repo to GitHub and the tutorials online do not make sense. So could you please explain how to push a repo, or look at the code to find this "stupid typo that I made and can't find myself" even though I don't know how to even apply a custom armor model to code in the first place so how could I know what is or isn't a typo, or could you find someone who can? I understand that looking at someone else's code is boring and often doesn't make sense, and I do want to make this work for both of us, but I can't post a repo of the mod until I understand how, and right now, I haven't the faintest clue what to do.

Link to comment
Share on other sites

1 hour ago, Skullblade said:

I've looked for over an hour trying to figure out how to push a repo to GitHub and the tutorials online do not make sense. So could you please explain how to push a repo, or look at the code to find this "stupid typo that I made and can't find myself" even though I don't know how to even apply a custom armor model to code in the first place so how could I know what is or isn't a typo, or could you find someone who can? I understand that looking at someone else's code is boring and often doesn't make sense, and I do want to make this work for both of us, but I can't post a repo of the mod until I understand how, and right now, I haven't the faintest clue what to do.

you need:

  1. a github account
  2. a git client (e.g. GitHub Desktop)

create:

  1. create a new repository (file -> new repository)
  2. search the folder and add all the files of your mod
  3. replace all files that have been created automatically with those of forge if available (never the .git folder)
  4. use the push button to publish your repo, don't use the button "keep this code private"
  5. points 2 and 3 can change if you do this directly from your IDE (I have no idea how you do it from your IDE)
  6. post the link of your reop
Link to comment
Share on other sites

23 minutes ago, Luis_ST said:

you need:

  1. a github account
  2. a git client (e.g. GitHub Desktop)

create:

  1. create a new repository (file -> new repository)
  2. search the folder and add all the files of your mod
  3. replace all files that have been created automatically with those of forge if available (never the .git folder)
  4. use the push button to publish your repo, don't use the button "keep this code private"
  5. points 2 and 3 can change if you do this directly from your IDE (I have no idea how you do it from your IDE)
  6. post the link of your reop

Yeah, I think the problem was that I started out from IntelliJ. I pushed the repo to GitHub, but no files are showing up. I can't delete the repo and start over, I don't know how to add files... It's very hopeless over here.

Link to comment
Share on other sites

6 minutes ago, Skullblade said:

Yeah, I think the problem was that I started out from IntelliJ. I pushed the repo to GitHub, but no files are showing up. I can't delete the repo and start over, I don't know how to add files... It's very hopeless over here.

use a git client to handle these

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



  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • They were already updated, and just to double check I even did a cleanup and fresh update from that same page. I'm quite sure drivers are not the problem here. 
    • i tried downloading the drivers but it says no AMD graphics hardware has been detected    
    • Update your AMD/ATI drivers - get the drivers from their website - do not update via system  
    • As the title says i keep on crashing on forge 1.20.1 even without any mods downloaded, i have the latest drivers (nvidia) and vanilla minecraft works perfectly fine for me logs: https://pastebin.com/5UR01yG9
    • Hello everyone, I'm making this post to seek help for my modded block, It's a special block called FrozenBlock supposed to take the place of an old block, then after a set amount of ticks, it's supposed to revert its Block State, Entity, data... to the old block like this :  The problem I have is that the system breaks when handling multi blocks (I tried some fix but none of them worked) :  The bug I have identified is that the function "setOldBlockFields" in the item's "setFrozenBlock" function gets called once for the 1st block of multiblock getting frozen (as it should), but gets called a second time BEFORE creating the first FrozenBlock with the data of the 1st block, hence giving the same data to the two FrozenBlock :   Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=head] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@73681674 BlockEntityData : id:"minecraft:bed",x:3,y:-60,z:-6} Old Block Fields set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=3, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} Frozen Block Entity set BlockState : Block{minecraft:black_bed}[facing=east,occupied=false,part=foot] BlockPos{x=2, y=-60, z=-6} BlockEntity : net.minecraft.world.level.block.entity.BedBlockEntity@6d1aa3da BlockEntityData : {id:"minecraft:bed",x:2,y:-60,z:-6} here is the code inside my custom "freeze" item :    @Override     public @NotNull InteractionResult useOn(@NotNull UseOnContext pContext) {         if (!pContext.getLevel().isClientSide() && pContext.getHand() == InteractionHand.MAIN_HAND) {             BlockPos blockPos = pContext.getClickedPos();             BlockPos secondBlockPos = getMultiblockPos(blockPos, pContext.getLevel().getBlockState(blockPos));             if (secondBlockPos != null) {                 createFrozenBlock(pContext, secondBlockPos);             }             createFrozenBlock(pContext, blockPos);             return InteractionResult.SUCCESS;         }         return super.useOn(pContext);     }     public static void createFrozenBlock(UseOnContext pContext, BlockPos blockPos) {         BlockState oldState = pContext.getLevel().getBlockState(blockPos);         BlockEntity oldBlockEntity = oldState.hasBlockEntity() ? pContext.getLevel().getBlockEntity(blockPos) : null;         CompoundTag oldBlockEntityData = oldState.hasBlockEntity() ? oldBlockEntity.serializeNBT() : null;         if (oldBlockEntity != null) {             pContext.getLevel().removeBlockEntity(blockPos);         }         BlockState FrozenBlock = setFrozenBlock(oldState, oldBlockEntity, oldBlockEntityData);         pContext.getLevel().setBlockAndUpdate(blockPos, FrozenBlock);     }     public static BlockState setFrozenBlock(BlockState blockState, @Nullable BlockEntity blockEntity, @Nullable CompoundTag blockEntityData) {         BlockState FrozenBlock = BlockRegister.FROZEN_BLOCK.get().defaultBlockState();         ((FrozenBlock) FrozenBlock.getBlock()).setOldBlockFields(blockState, blockEntity, blockEntityData);         return FrozenBlock;     }  
  • Topics

×
×
  • Create New...

Important Information

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