WreckItGamer Posted August 30, 2013 Posted August 30, 2013 Hey guys im having a slight texture problem so im gona get right down to it! As my destination for the lastest forge/mcp location for me textures im useing this: Desktop\MCP\mcp\src\minecraft\assets\NonExistingTextures\textures\blocks And the Code im useing is as follows: public class oreAmethystOre extends Block { public oreAmethystOre(int par1, Material par2Material) { super(par1, Material.rock); } public void registerIcons(IconRegister iconRegister) { blockIcon = iconRegister.registerIcon("NonExistingTextures:Amethyst"); } public int idDropped (int par1, Random par2Random, int par3) { return WreckItMod_Core.Amethyst.itemID; } public int quantityDropped(Random par1Random) { return 1; } } So tell me, Make me feel stupid... What am i doing wrong? As far as i know everything is correct? Let me know what other info you guys need! EDIT: This is my error: 2013-08-30 14:13:08 [sEVERE] [Minecraft-Client] Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_3210_RhodiumBlock.png Quote
hydroflame Posted August 30, 2013 Posted August 30, 2013 modid cannot have upper case use code tag when required Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
WreckItGamer Posted August 30, 2013 Author Posted August 30, 2013 Do you mean this line of code? @Mod(modid = "Wreck It Mod", name = "Wreck It Mod", version = "Version 1.0") I also update the post with the error i get for the textures... Quote
hydroflame Posted August 30, 2013 Posted August 30, 2013 blockIcon = iconRegister.registerIcon("NonExistingTextures:Amethyst"); this registers the icon/image its formed like this: "modid:imageName" in your case the modid is : "NonExistingTextures" which contains upper case letters also if you say @Mod(modid = "Wreck It Mod", name = "Wreck It Mod", version = "Version 1.0") then that mean your modid is "Wreck It Mod" and not "NonExistingTextures" so instead of "Wreck It Mod" or "NonExistingTextures" change both to "wreckitmod" the modid is not the mod name, so it wont show up anywhere visible to a normal player Quote how to debug 101:http://www.minecraftforge.net/wiki/Debug_101 -hydroflame, author of the forge revolution-
WreckItGamer Posted August 30, 2013 Author Posted August 30, 2013 So the modid at @Mod has to be the same as the texture destination as lowercase for both? Interesting never had that problem before. ill give it a try and get back too you Quote
WreckItGamer Posted August 30, 2013 Author Posted August 30, 2013 That did not work for me unfortunitly. Code : blockIcon = iconRegister.registerIcon("wreckitmod:CopperOre"); modid : @Mod(modid = "wreckitmod", name = "Wreck It Mod", version = "Version 1.0") Texture Destination : Desktop\MCP\mcp\src\minecraft\assets\wreckitmod\textures\blocks Error : Using missing texture, unable to load: minecraft:textures/blocks/MISSING_ICON_TILE_2002_CopperOre.png Quote
GotoLink Posted August 30, 2013 Posted August 30, 2013 You are probably initializing your block too soon, before any icons can be registered. Quote
WreckItGamer Posted August 30, 2013 Author Posted August 30, 2013 Is there perticular code i should be useing to load textures before blocks? Quote
GotoLink Posted August 30, 2013 Posted August 30, 2013 No. You need to build your block when Minecraft and Forge are ready to handle it. Too soon is too soon, man. Quote
WreckItGamer Posted August 30, 2013 Author Posted August 30, 2013 you have totally just lost me now >.> Quote
big_Xplosion Posted August 30, 2013 Posted August 30, 2013 Put your block initialization in preInit. That's the best place to put it. Quote If I was any help please hit that "Thank You" button.
Jacknoshima Posted August 31, 2013 Posted August 31, 2013 you could always just get rid of that registerIcons code and stick .func_111022_d("wreckitmod:Amethyst") on the end of where you call your block in the main class like mine I use unchangingdirt = new BlockUnchangingDirt(3005, Material.ground).setUnlocalizedName("unchangingdirt").setHardness(2.0F).setResistance(2.0F).func_111022_d("jnosh_advblocks:dirt").setCreativeTab(Advblockstab).setStepSound(soundGravelFootstep); with ".func_111022_d("jnosh_advblocks:dirt")" being what's used to call my custom dirt texture and "jnosh_advblocks" being my modid Quote
WreckItGamer Posted August 31, 2013 Author Posted August 31, 2013 you could always just get rid of that registerIcons code and stick .func_111022_d("wreckitmod:Amethyst") on the end of where you call your block in the main class like mine I use unchangingdirt = new BlockUnchangingDirt(3005, Material.ground).setUnlocalizedName("unchangingdirt").setHardness(2.0F).setResistance(2.0F).func_111022_d("jnosh_advblocks:dirt").setCreativeTab(Advblockstab).setStepSound(soundGravelFootstep); with ".func_111022_d("jnosh_advblocks:dirt")" being what's used to call my custom dirt texture and "jnosh_advblocks" being my modid Is your texture destination the same as mine? Ill give this ago soon and get back to you all! Quote
WreckItGamer Posted August 31, 2013 Author Posted August 31, 2013 SOLVED! I would like to give a massive THANKS to Jacknoshima for his solution that worked wonders! So if anyone else has the same problem were EVERYTHING is perfect but textures still wont work Add what he stated above and your textures will load! Trust me iv tryed everything i would have never have found this so thanks so much Jacknoshima Quote
Mazetar Posted August 31, 2013 Posted August 31, 2013 Trust me iv tryed everything i would have never have found this so thanks so much Jacknoshima Great! Give him the "Thank You" button press as well Quote If you guys dont get it.. then well ya.. try harder...
XxxXEclipse7XxxX Posted September 1, 2013 Posted September 1, 2013 This isn't really solved as your using a func which isn't really a good idea as they aren't "improving" that method... The way to fix it is make sure your @Mod(modid="Wreckitmod" has a capital for Wreckitmod. I do not know why this actually works but the way the developer coded forge is this way! Make sure your @Mod(modid="Wrecktimod" uses a capital - @Mod(modid="[glow=red,2,300]W[/glow]reckitmod" Make sure your registerIcons modid uses a capital - Wreckitmod:yourtexturenamehere Make sure your textures directory uses a lowercase so no capitals Example - wreckitmod you do not need that func... Also the registerIcons is faster and more usable as it will not give you any errors. But the func will when you export it and when someone uses a resource pack as a resource pack uses the registerIcons method! the capital W in the @Mod(modid="Wreckitmod" is what your error is you need the capital W Quote Check Out My Modding Tutorials For Minecraft Forge! http://www.youtube.com/user/XxxXEclipse7XxxX Check Out My Forums - http://www.theaustralianmodder.com
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