Posted August 13, 201312 yr First of all, my version of forge is 1.6.2-9.10.0.804. So I just read the tutorial about textures and it says I should pass as argument to this func_111206_d a string formated in the following way: (Assuming my mod is called mymod, Items is the class where I keep the static instances to all my items and the texture for this item is called tx.png) public static class Items { public static final Item anItem = new Item(id).func_111206_d("mymod:tx"); } then, according to a lot of other posts, (including the tutorial) I must have my tx.png at this path: %appdata%\roaming\.minecraft\assets\mymod\textures\items\tx.png that's what I have, but my textures don't show. I get the pink & black square instead. I know there have been a lot of questions about this (I know because I read them trying to figure out the answer). Please, what's wrong with my code? And if it's wrong, maybe someone should update/delete that tutorial, because I'm doing just exactly what it says.
August 13, 201312 yr care to point out which tutorial ? mine or someone else ? how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 13, 201312 yr Author This one: http://www.minecraftforge.net/wiki/Icons_and_Textures I don't know who wrote it. But is it wrong?
August 13, 201312 yr Well... I updated that tutorial. I had another way, but then Lex said that was the way to do it. If I may ask, is there any erring? And if so, what is the error?? 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
August 13, 201312 yr i dont know who wrote it, but mine is right : http://www.minecraftforge.net/wiki/Hydroflame_guide_to_textures how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
August 13, 201312 yr i dont know who wrote it, but mine is right Once again, I updated it 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
August 13, 201312 yr Author Ok, no func_111206_d then. Every Item or Block you make in your mod must always be a subclass of Item/Block so you can at least override registerIcons even if writing this override is the only thing you do inside the class. Also the images paths are wrong in the tutorial I linked. It would be nice if the first tutorial was right though... Life would be simpler. I'm gonna try your way now.
August 13, 201312 yr I will try to fix it... 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
August 13, 201312 yr Author @Mew they should fix Forge instead to make your way the right way, cause I like it a lot better. but I'm kidding, That's probably either impossible or really hard to do. A boy can dream though.
August 13, 201312 yr @Mew they should fix Forge instead to make your way the right way, cause I like it a lot better. but I'm kidding, That's probably either impossible or really hard to do. A boy can dream though. I think it's more about efficiency and proper code style than anything else It's better to learn to do things correctly the first time around, instead of learning it the hard way later If you guys dont get it.. then well ya.. try harder...
August 13, 201312 yr The error is making your item before the PreInit event. I edited the tutorial to fix this.
August 13, 201312 yr Author @Mew they should fix Forge instead to make your way the right way, cause I like it a lot better. but I'm kidding, That's probably either impossible or really hard to do. A boy can dream though. I think it's more about efficiency and proper code style than anything else It's better to learn to do things correctly the first time around, instead of learning it the hard way later probably efficiency, because subclassing something to override just one method which relates only to the presentation (meaning the appearance of that something to the user) and has the exact same logic everytime, has nothing to do with proper code style
August 13, 201312 yr I always render my blocks and items like this (which works) SoulBlocks.Baneberry = (new SoulVine(SoulConfig.baneberryVineID, 1, "Baneberry", "Baneberry")).func_111022_d("soulforest:Baneberry"); here baneberry is located in assets.soulforest(my mod id).textures.blocks I am the creator of the Soul Forest Mod : http://www.planetminecraft.com/mod/151-soul-forest-10-ores-vines-dimension-mobs-and-more/
August 13, 201312 yr Author i dont know who wrote it, but mine is right : http://www.minecraftforge.net/wiki/Hydroflame_guide_to_textures Thanks!!! It's working now!!!
August 13, 201312 yr probably efficiency, because subclassing something to override just one method which relates only to the presentation (meaning the appearance of that something to the user) and has the exact same logic everytime, has nothing to do with proper code style no its the right way this way, its not a question of "the same logic every time" because when you are rendering cubes and items you are using different techniques then gui or mobs, so the current way is the good way lets keep it like this i dont know who wrote it, but mine is right : http://www.minecraftforge.net/wiki/Hydroflame_guide_to_textures Thanks!!! It's working now!!! no prob how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
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