Jump to content

Where do I place my textures, and how do I use them in-game

Blade Avuari

Recommended Posts

I am unable to figure out how to use the textures I make (I.E. what folder I put them in, and what to do to access them.)

Can someone supply the information on how to do this?

width=300 height=100http://i.imgur.com/ivK3J.png[/img]

I'm a little surprised that I am still ranked as a "Forge Modder," having not posted a single mod since my animals mod... I have to complete Digging Deeper!, fast!

Link to comment
Share on other sites

at the moment i do not use forge for textures. but i can explain it with modloader for u. this is only used for normal items/blocks not metadata items/blocks: first the textures or textur folders come into bin/minecraft folder i think. in the folder where the texturs come are two other datas and there comes the textures. an now i explain it how to use textures in your mod. i make a new mod data for this you only have to reformat it:    package  net.minecraft.src  public class mod_Test extends BaseMod  {        public static Item testItem = new ItemTestItem(itemid).setItemName("testItem");  public static Block testBlock = new BlockTestBlock(blockid, 0).setHardness(5F).setResistance(5F).setStepSound(soundStoneFootstep).setBlockName("testBlock");    public void load()  {    ModLoader.RegisterBlock(testBlock);        ModLoader.addName(testBlock, "The Test Block";  ModLoader.addName(testItem, "The Test Item";  }      testBlock.blockIndexInTexture = ModLoader.addOverride("/terrain.png", "/TestBlock.png");

Crazy Brain...

Link to comment
Share on other sites

here is the rest of the testcode. combine them: testItem.iconIndex = ModLoader.addOverride("/gui/items.png"), /Testfolder/testitem.png");      ModLoader.addRecipe(new ItenStack(mod_Test.testItem, 1), new Object[] {  "#", Character.valueOf('#'), Block.dirt  });    ModLoader.addRecipe(new ItemStack(mod_Test.testBlock, 1), new Object[] {  "##", Character.valueOf('#'), Block.dirt });    }      }    this was the code. and you need to reformat it i hope i could help.

Crazy Brain...

Link to comment
Share on other sites

Yeah it is far easier for Forge.


Just put the texture in your mod jar.

To reference the texture and attach it to an item or block instance, just do:  myItemOrBlockInstance.setTextureFile("/myTexture.png");


Change the "/myTexture.png" part to be where it is in your mod jar file, such as if you have it in a subfolder of "my/mod/and/whatever/myTexture.png", then in the setTextureFile call just do:  "/my/mod/and/whatever/myTexture.png"


Please do not be showing ModLoader stuff here if possible, those ways are generally broken and more difficult to use.  In the case of ModLoader.addOverride, that is horribly broken.  There are a very limited number of sprite indices and they get used in in just a couple of blocks, thus *never* recommend addOverride, it is horrid.


For note, in MCP when developing I have it in my "MCP/src/minecraft/where-ever" and it is equivalent, it is part of my normal code tree.

Link to comment
Share on other sites

I know how broken it is but i think and this is the way how i use it. do it first with modloader and when it near to release time than change to forge. why this? because you can never know if there comes an update/new problems in that time you build your mod. my mod work with modloader. but soon i change to forge (really easier to make).

Crazy Brain...

Link to comment
Share on other sites

I still need help with this, seems the only Tutorials I am finding are for Modloader. ( I am well verse in modloader).


However I want to learn FML, so taking methods one at a time. Right now I seem to fail at loading custom textures for my items. This is my code atm...


package mod_AsgardShield;

import cpw.mods.fml.common.Mod;
import cpw.mods.fml.common.Mod.Init;
import cpw.mods.fml.common.event.FMLInitializationEvent;
import cpw.mods.fml.common.network.NetworkMod;
import cpw.mods.fml.common.registry.GameRegistry; 
import cpw.mods.fml.common.registry.LanguageRegistry;
import net.minecraft.src.Item;
import net.minecraft.src.ItemStack;
import net.minecraft.src.Block;

@Mod(modid = "Jade_Knightblazer", name = "AsgardShield", version = "1.3.2")
@NetworkMod(clientSideRequired = true, serverSideRequired = false)
public class mod_AsgardShield {

public static Item AsgardShieldWoodShield;

 public void load(FMLInitializationEvent event)

	 AsgardShieldWoodShield = new ItemAsgardShield(400).setIconCoord(1,0).setItemName("WoodenShield");

	 GameRegistry.addRecipe(new ItemStack(AsgardShieldWoodShield), new Object[]
			     "XXX", "XXX", "XXX", 'X', Block.dirt
	 LanguageRegistry.addName(AsgardShieldWoodShield, "Wooden Shield");



Where woudl I place  the code for loading an ItemSheet.png AND will it work for thoses that use HD images later?

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.

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.

  • Recently Browsing

    • No registered users viewing this page.
  • Posts

    • Update: I managed to make the item not disappear after crafting, but it doesn't remove any durability. import net.minecraft.enchantment.EnchantmentHelper; import net.minecraft.enchantment.Enchantments; import net.minecraft.enchantment.UnbreakingEnchantment; import net.minecraft.item.Item; import net.minecraft.item.ItemStack; public class NuggetHammer extends Item { private boolean damage; public NuggetHammer(Properties p_i48487_1_) { super(p_i48487_1_); } @Override public int getMaxDamage(ItemStack stack) { return 54 - 1; } public boolean isBarVisible(ItemStack stack) { return false; } @Override public ItemStack getContainerItem(ItemStack stack) { ItemStack copy = stack.copy(); copy.setCount(1); if (!this.damage) return copy; int unbreaking = EnchantmentHelper.getItemEnchantmentLevel(Enchantments.UNBREAKING, stack); for (int i = 0; i < unbreaking; i++) { if (UnbreakingEnchantment.shouldIgnoreDurabilityDrop(stack, unbreaking, random)) return copy; } copy.setDamageValue(stack.getDamageValue() + 1); if (copy.getDamageValue() > stack.getMaxDamage()) return ItemStack.EMPTY; return copy; } }  
    • I cannot find the answer anywhere public static void onPlayerConsumeXp(PlayerXpEvent.PickupXp event){ if(event.getEntity().getMainHandItem().getAllEnchantments().get(*value i need*) != null){ int shorthand = event.getEntity().getMainHandItem().getAllEnchantments().get(*value i need*); I am trying to get my custom enchant inside that *value i need*, I have tried using strings and Enchantments. does not show my enchantment. This is my enchantment class package net.test.tutorialmod.enchants; import net.minecraft.world.entity.EquipmentSlot; import net.minecraft.world.item.enchantment.Enchantment; import net.minecraft.world.item.enchantment.EnchantmentCategory; public class clever extends Enchantment { public clever(Rarity pRarity, EnchantmentCategory pCategory, EquipmentSlot... pApplicableSlots) { super(pRarity, pCategory, pApplicableSlots); } @Override public int getMaxLevel() { return 10; } @Override public int getMinLevel() { return 1; } }  What am i doing wrong?  
    • I had this same issue, it was one of the mods I had installed, some mods seem to break with certain versions of forge and cause others to break as well, trial and error different mods till you find the broken one.  
    • Hi, I'm asking for your help because I can't figure out how to make it so that when an item is crafted on the Crafting Table, it returns the item to the player's inventory and makes the item lose durability. I've tried looking everywhere without success. Like for the crafting of the cake which returns the empty bucket to the player, but also makes it lose durability.  
  • Topics

  • Create New...

Important Information

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