d3thdrug Posted July 19, 2013 Posted July 19, 2013 im trying to make a mod(s) and i migrated to 1.6.2 and i dont know how to connect textures to blocks and items, i can't find any tutorials or any question about it, please someone help Quote
chimera27 Posted July 19, 2013 Posted July 19, 2013 A. Don't shout. It hurt my ears... B. I don't know about block, but for items, put @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon("YOUR LOWERCASE MODID HERE:YOUR LOWERCASE ITEM TEXTURE NAME HERE"); } Make sure EVERYTHING including your modid and texture names, are lower case, else nothing will work. That means you should have to change a good amount of stuff if your modid was uppercase... make sure your .png files and all your folders are lowercase as well. Also, in the path to your textures, replace mods (or mod, whatever folder was before the one with your modid) with assets, so it should now look like: assets/YOUR MODID IN LOWERCASE/textures/items/ALL YOUR ITEM TEXTURES IN LOWERCASE If this helped you, make sure to press the 'thank you' or 'applaud' button! Quote Creator of Metroid Cubed! Power Suits, Beams, Hypermode and more! http://i.imgur.com/ghgWmA3.jpg[/img]
Bedrock_Miner Posted July 19, 2013 Posted July 19, 2013 If you don't want to create a new class for every single Block or Item, do it like this: package mod.classes.basic; import cpw.mods.fml.common.FMLLog; import cpw.mods.fml.relauncher.Side; import cpw.mods.fml.relauncher.SideOnly; import mod.Main; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.client.renderer.texture.IconRegister; public class ModBlock extends Block { public ModBlock(int par1, Material par2Material) { super(par1, par2Material); } public ModBlock(int ID){ super(ID, Material.rock); } @Override @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.blockIcon = iconRegister.registerIcon(Main.modID + ":" + (this.getUnlocalizedName().substring(5))); } } (For this you need a static variable in your main Class, which contains the modID) public static final String modID = "your mod ID"; To set a Block Texture, you now just use .setUnlocalizedName("PictureNameInLowercaseWithout.png"); You must put the Textures into the following folder: ../forge/mcp/src/minecraft/assets/ModidInLowecase/textures Subfolders: blocks, items (, models) Hope, I could help you. Quote http://i.imgur.com/wNvtGZw.png[/img] MODS and MODDING TUTORIALS
d3thdrug Posted July 19, 2013 Author Posted July 19, 2013 Thanks guys for your help, i didn't try it out yet but i know it should work. but how do i set up the texture folder path when i wanna test it out in mcp.. do i put it in the .jar? Quote
GravityWolf Posted July 19, 2013 Posted July 19, 2013 Thanks guys for your help, i didn't try it out yet but i know it should work. but how do i set up the texture folder path when i wanna test it out in mcp.. do i put it in the .jar? Put it in mcp>src>minecraft>assets>(lowercase mod ID)>textures>items Make new folders if they don't exists already. Quote
Yagoki Posted July 19, 2013 Posted July 19, 2013 Thanks guys for your help, i didn't try it out yet but i know it should work. but how do i set up the texture folder path when i wanna test it out in mcp.. do i put it in the .jar? Put it in mcp>src>minecraft>assets>(lowercase mod ID)>textures>items Make new folders if they don't exists already. nope not in the minecraft assets. nope nope nope. just create a package called assets.*moddid*.textures.items and put Item textures in there, similarly for blocks. It hasn't changes at all since 1.5.2, other than "mods" was changes to "assets" so the old tutorials mostly still work. Quote github
GravityWolf Posted July 19, 2013 Posted July 19, 2013 nope not in the minecraft assets. nope nope nope. just create a package called assets.*moddid*.textures.items and put Item textures in there, similarly for blocks. It hasn't changes at all since 1.5.2, other than "mods" was changes to "assets" so the old tutorials mostly still work. Just for future reference, would I put this in my package that I already have for my mod, or would I make an entirely new package? Quote
Yagoki Posted July 19, 2013 Posted July 19, 2013 like this: if you are doing this in the Minecraft project (provided by default by MCP), just put the assets folder in the main source folder (so the folder with net. and cpw. and ibxm. and so on) Quote github
d3thdrug Posted July 21, 2013 Author Posted July 21, 2013 thank you guys so much for your help you guys helped me alot Quote
ralphyrafa Posted July 22, 2013 Posted July 22, 2013 and what about if its a mob texture where does it go ? Quote I like helping people because i was also in a same problem and i do not like unfinished work, so a thank you will be enough for the people im helping and a thank you to the people that helped me
Yagoki Posted July 22, 2013 Posted July 22, 2013 It will be referenced as a resource location, which looks like the following: private static final ResourceLocation backgroundLocation = new ResourceLocation("modid:path_to_texture_from_assets"); so say I had a mod called animals, and I had a crow texture. The path could be assets/animals/textures/entities/crow.png the resource location would look something like: private static final ResourceLocation crowSkin = new ResourceLocation("animals:textures/entities/crow.png"); hope I made that clear enough Quote github
EarthGuardian Posted July 22, 2013 Posted July 22, 2013 hehe this helped me actuly was wondering why it was so difrent from 1.5.1/1.5.2 i think forge aloud us to use the modId("name") to do a seperate map for the textures so you wont get confuses if you texture are in all of th mc textures anny way thx iv updater my mod to 1.6.2 hehe Quote
EarthGuardian Posted July 22, 2013 Posted July 22, 2013 how does it work for a GUI hoew does it load the right loaction ?? becose iv tryd couple of things still it returns black/pink gui Quote
Yagoki Posted July 22, 2013 Posted July 22, 2013 Here's one of my GUIs you can use as a sample to figure this out. I would much rather you look through that and see if you can tell what is required, than just give you the answers and help you limp along. PLEASE DO NOT COPY AND PASTE CODE WITHOUT UNDERSTANDING IT FULLY, you will only be setting yourself up to fail. Quote github
Vogner Posted July 23, 2013 Posted July 23, 2013 Can't get textures to work. Here's the code for my simplest block: package fleshwerxx; import net.minecraft.block.Block; import net.minecraft.block.material.Material; import net.minecraft.creativetab.CreativeTabs; import net.minecraft.client.renderer.texture.IconRegister; public class BlockOpenEarth extends Block { public BlockOpenEarth(int id) { super(id, Material.ground); this.setCreativeTab(Fleshwerxx.tabFW); } public void registerIcons(IconRegister par1IconRegister) { this.blockIcon = par1IconRegister.registerIcon("fleshwerxx:openearth"); } } But I can't figure out where to put the textures. I don't use Eclipse btw. I understand why all these resource changes have occurred, but I'm getting rreeeal sick of textures being problematic every time I update my damn mod... Quote
daddysboy2001 Posted July 23, 2013 Posted July 23, 2013 A. Don't shout. It hurt my ears... B. I don't know about block, but for items, put @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon("YOUR LOWERCASE MODID HERE:YOUR LOWERCASE ITEM TEXTURE NAME HERE"); } Make sure EVERYTHING including your modid and texture names, are lower case, else nothing will work. That means you should have to change a good amount of stuff if your modid was uppercase... make sure your .png files and all your folders are lowercase as well. Also, in the path to your textures, replace mods (or mod, whatever folder was before the one with your modid) with assets, so it should now look like: assets/YOUR MODID IN LOWERCASE/textures/items/ALL YOUR ITEM TEXTURES IN LOWERCASE If this helped you, make sure to press the 'thank you' or 'applaud' button! Please Help me ive been googling all day and its what they all say im on minecraftforge 1.6.2 and it says void is an invalid for variable registerIcons Quote
hydroflame Posted July 23, 2013 Posted July 23, 2013 what does eclipse says ? Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
daddysboy2001 Posted July 23, 2013 Posted July 23, 2013 it says "void is an invalid for variable regiserIcons" Quote
hydroflame Posted July 24, 2013 Posted July 24, 2013 can i see your code ? Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
Mew Posted July 24, 2013 Posted July 24, 2013 ... READ THIS TUTORIAL: http://www.minecraftforge.net/wiki/Icons_and_Textures Quote I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
daddysboy2001 Posted July 24, 2013 Posted July 24, 2013 package inventory_Upgrades; import net.minecraft.block.Block; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.item.Item; public class CobaltIngot extends Item { public CobaltIngot(int id) { super(id); { @SideOnly(Side.CLIENT) public void registerIcons IconRegister iconRegister; this.itemIcon = iconRegister.registerIcon("inven:CobaltIngot"); } } } Quote
Mew Posted July 24, 2013 Posted July 24, 2013 package inventory_Upgrades; import net.minecraft.block.Block; import net.minecraft.client.renderer.texture.IconRegister; import net.minecraft.item.Item; public class CobaltIngot extends Item { public CobaltIngot(int id) { super(id); } @SideOnly(Side.CLIENT) public void registerIcons(IconRegister iconRegister) { this.itemIcon = iconRegister.registerIcon("inven:CobaltIngot"); } } Try that... Quote I am Mew. The Legendary Psychic. I behave oddly and am always playing practical jokes. I have also found that I really love making extremely long and extremely but sometimes not so descriptive variables. Sort of like what I just did there
hydroflame Posted July 24, 2013 Posted July 24, 2013 holy shit ... learn java dude Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
daddysboy2001 Posted July 24, 2013 Posted July 24, 2013 thanks. but one last thing how do i make it only show the ingot not the white ouside Quote
hydroflame Posted July 24, 2013 Posted July 24, 2013 your image must have an alpha of 255 instead of the white Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
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